#pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" class FProjectEleriEditorModule : public IModuleInterface { public: virtual void StartupModule() override; virtual void ShutdownModule() override; /** Opens (or focuses) the Item Editor window. */ void OpenItemEditorTab(); /** Compares every NPC schedule asset's recorded anchor transforms against the anchors standing in * the open level, writes the ones that have moved and saves the assets they belong to, and says * what it found. */ void RecheckScheduleAssets(); private: void RegisterMenus(); /** Tab id of the Item Editor window. */ static const FName ItemEditorTabName; };