8#include "CoreMinimal.h"
9#include "GameFramework/Actor.h"
13#include "SimulationLevelManager.generated.h"
32 UFUNCTION(BlueprintPure)
35 UFUNCTION(BlueprintCallable)
39 UFUNCTION(BlueprintPure)
42 UFUNCTION(BlueprintCallable)
48 UPROPERTY(BlueprintAssignable)
49 FSimulationStateChanged OnSimulationStateChanged;
54 UPROPERTY(BlueprintAssignable)
55 FSimulationPhaseChanged OnSimulationPhaseChanged;
61 UFUNCTION(BlueprintCallable)
71 UFUNCTION(BlueprintCallable, BlueprintPure)
74 return ManuallyControlledVehicle;
82 UFUNCTION(BlueprintCallable)
88 UFUNCTION(BlueprintCallable)
89 void CeaseManualControlOfVehicle();
91 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Teleport Locations")
100 UPROPERTY(Category =
Vehicle, VisibleAnywhere, BlueprintReadOnly)
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSimulationStateChanged, ESimulationState, state)
virtual void BeginPlay() override
USensorsManagerComponent * GetSensorsManager() const
TObjectPtr< USensorsManagerComponent > SensorsManager