8#include "CoreMinimal.h"
9#include "Subsystems/GameInstanceSubsystem.h"
13#include "SensorManager.generated.h"
33 virtual void Initialize(FSubsystemCollectionBase& Collection)
override;
35 virtual void Deinitialize()
override;
46 UFUNCTION(BlueprintCallable)
47 TArray<ASensor*> GetAllSensors()
const;
54 UFUNCTION(BlueprintCallable)
55 TArray<ASensor*> GetAllSensorsOfType(
ESensorTypes SensorType)
const;
60 UPROPERTY(BlueprintAssignable)
61 FSensorSpawnedDelegate OnSensorSpawned;
67 UPROPERTY(BlueprintAssignable)
68 FSensorDestroyedDelegate OnSensorDestroyed;
74 static
void AddSensor(
ASensor* SensorPtr);
76 static
void RemoveSensor(
ASensor* SensorPtr);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSensorSpawnedDelegate, ASensor *, SensorPtr)