8#include "CoreMinimal.h"
9#include "GameFramework/Actor.h"
11#include "DataCapture.generated.h"
22 UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
25 UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
28 UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
31 UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
32 TArray<FTransform> CapturePositions;
37 UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
38 bool CaptureRotatedViews = false;
43 UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
44 bool UseGPSLocation = false;
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
47 int32 CurrentCaptureIndex = 0;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
54 int32 FramesToKeepInSamePosition = 4;
56 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
57 bool UseHeightAboveGround = false;
84 ADataCapture(
const FObjectInitializer& ObjectInitializer);
86 UFUNCTION(BlueprintCallable)
93 virtual void Tick(
float DeltaTime)
override;
95 virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason)
override;
104 void UpdatePositions(
const FTransform&
Transform);
106 void CaptureDataNow();
108 void DestroySensors();
110 void ComputeAndSetZFromGround(FTransform&
Transform);
116 int32 FrameCounter = 0;
118 bool NeedsPositionUpdate =
true;
@ WaitingAfterPositionUpdate
@ WaitingForPositionUpdate
virtual void BeginPlay() override
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override