8#include "CoreMinimal.h"
9#include "Kismet/BlueprintFunctionLibrary.h"
11#include "Math/Transform.h"
16#include "SensorFactory.generated.h"
38struct FCameraParameters;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite)
50 UPROPERTY(EditAnywhere, BlueprintReadWrite)
51 FString SensorIdentifier;
53 UPROPERTY(EditAnywhere, BlueprintReadWrite)
56 UPROPERTY(EditAnywhere, BlueprintReadWrite)
57 bool SimulateSensor = true;
59 UPROPERTY(EditAnywhere, BlueprintReadWrite)
60 AActor* Parent =
nullptr;
75 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Sensor")
84 UFUNCTION(BlueprintCallable, Category =
"Sensor")
93 UFUNCTION(BlueprintCallable, Category =
"Sensor")
102 UFUNCTION(BlueprintCallable, Category =
"Sensor")
111 UFUNCTION(BlueprintCallable, Category =
"Sensor")
120 UFUNCTION(BlueprintCallable, Category =
"Sensor")
129 UFUNCTION(BlueprintCallable, Category =
"Sensor")
139 UFUNCTION(BlueprintCallable, Category =
"Sensor")
148 UFUNCTION(BlueprintCallable, Category =
"Sensor")
156 UFUNCTION(BlueprintCallable, Category =
"Sensor")
166 UFUNCTION(BlueprintCallable, Category =
"Sensor")
176 UFUNCTION(BlueprintCallable, Category =
"Sensor")
187 template <
typename T>
196 static void SetSensorIdentifierAndNameWithFallbacks(
ASensor* Sensor,
const FString& SensorIdentifier,
const FString& SensorName);
211 static ASensorModel* SpawnModelClass(TSubclassOf<ASensorModel> ModelClass,
ASensor* AttachTo);
216 static void Initialize();
222 static UWorld* GetGameWorld();
static TWeakObjectPtr< USensorMapDataAsset > SensorMapDataAsset