8#include "CoreMinimal.h"
9#include "Kismet/BlueprintFunctionLibrary.h"
11#include "Math/Transform.h"
16#include "SensorFactory.generated.h"
37struct FCameraParameters;
46 UPROPERTY(EditAnywhere, BlueprintReadWrite)
49 UPROPERTY(EditAnywhere, BlueprintReadWrite)
50 FString SensorIdentifier;
52 UPROPERTY(EditAnywhere, BlueprintReadWrite)
55 UPROPERTY(EditAnywhere, BlueprintReadWrite)
56 bool SimulateSensor = true;
58 UPROPERTY(EditAnywhere, BlueprintReadWrite)
59 AActor* Parent =
nullptr;
74 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Sensor")
83 UFUNCTION(BlueprintCallable, Category =
"Sensor")
92 UFUNCTION(BlueprintCallable, Category =
"Sensor")
101 UFUNCTION(BlueprintCallable, Category =
"Sensor")
110 UFUNCTION(BlueprintCallable, Category =
"Sensor")
119 UFUNCTION(BlueprintCallable, Category =
"Sensor")
128 UFUNCTION(BlueprintCallable, Category =
"Sensor")
138 UFUNCTION(BlueprintCallable, Category =
"Sensor")
147 UFUNCTION(BlueprintCallable, Category =
"Sensor")
155 UFUNCTION(BlueprintCallable, Category =
"Sensor")
165 UFUNCTION(BlueprintCallable, Category =
"Sensor")
175 UFUNCTION(BlueprintCallable, Category =
"Sensor")
186 template <
typename T>
195 static void SetSensorIdentifierAndNameWithFallbacks(
ASensor* Sensor,
const FString& SensorIdentifier,
const FString& SensorName);
210 static ASensorModel* SpawnModelClass(TSubclassOf<ASensorModel> ModelClass,
ASensor* AttachTo);
215 static void Initialize();
221 static UWorld* GetGameWorld();
static TWeakObjectPtr< USensorMapDataAsset > SensorMapDataAsset