Agrarsense
Static Public Member Functions | Static Private Member Functions | Static Private Attributes | List of all members
USensorFactory Class Reference

#include <SensorFactory.h>

Inheritance diagram for USensorFactory:
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Collaboration diagram for USensorFactory:
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Static Public Member Functions

static USensorMapDataAssetGetSensorMapDataAsset ()
 
static ALidarSpawnLidarSensor (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FLidarParameters lidarParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static ACameraSpawnCamera (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FCameraBaseParameters cameraParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static AThermalCameraSpawnThermalCamera (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FThermalCameraParameters thermalCameraParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static ADepthCameraSpawnDepthCamera (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FDepthCameraParameters depthCameraParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static ASemanticSegmentationCameraSpawnSegmentationCamera (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FCameraBaseParameters cameraParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static AInstanceSegmentationCameraSpawnInstanceSegmentationCamera (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FCameraBaseParameters cameraParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static ADVSCameraSpawnDVSCamera (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FDVSCameraParameters DVSCameraParameters, bool SimulateSensor, AActor *Parent=nullptr)
 
static ARadarSpawnRadar (const FTransform &transform, const FString sensorIdentifier, const FString sensorName, FRadarParameters radarParameters, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static ACollisionSensorSpawnCollisionSensor (const FTransform &transform, AActor *Owner, const FString sensorIdentifier, const FString sensorName, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static ATransformSensorSpawnTransformSensor (const FTransform &transform, FTransformSensorParameters Parameters, const FString sensorIdentifier, const FString sensorName, bool SimulateSensor=true, AActor *Parent=nullptr)
 
static AOverlapSensorSpawnOverlapSensor (const FTransform &transform, FOverlapSensorParameters Parameters, const FString sensorIdentifier, const FString sensorName, AActor *Parent=nullptr)
 

Static Private Member Functions

template<typename T >
static T * SpawnSensor (const FTransform &transform, const FString &sensorIdentifier, const FString &sensorName, bool SpawnSensorModel=true, AActor *Parent=nullptr)
 
static void SetSensorIdentifierAndNameWithFallbacks (ASensor *sensor, const FString &sensorIdentifier, const FString &sensorName)
 
static ASensorModelSpawnModelClassForSensor (ASensor *attachTo)
 
static ASensorModelSpawnModelClass (TSubclassOf< ASensorModel > modelClass, ASensor *attachTo)
 
static void Initialize ()
 

Static Private Attributes

static TWeakObjectPtr< USensorMapDataAssetSensorMapDataAsset
 

Detailed Description

SensorFactory is a UBlueprintFunctionLibrary based class in charge of spawning sensors. Sensors should not be spawned in any other way. Note. This Factory only works during runtime, don't call these functions in Editor without play mode on.

Definition at line 44 of file SensorFactory.h.

Member Function Documentation

◆ GetSensorMapDataAsset()

USensorMapDataAsset * USensorFactory::GetSensorMapDataAsset ( )
static

Definition at line 51 of file SensorFactory.cpp.

52{
53 Initialize();
54
55 if (SensorMapDataAsset.IsValid())
56 {
57 return SensorMapDataAsset.Get();
58 }
59 else
60 {
61 return nullptr;
62 }
63}
static void Initialize()
static TWeakObjectPtr< USensorMapDataAsset > SensorMapDataAsset

References Initialize(), and SensorMapDataAsset.

Referenced by SpawnModelClassForSensor().

◆ Initialize()

void USensorFactory::Initialize ( )
staticprivate

Initialize the factory. Should be called before using data or calling functions

Definition at line 28 of file SensorFactory.cpp.

29{
30 if (SensorMapDataAsset.IsValid())
31 {
32 return;
33 }
34
35 SensorMapDataAsset.Reset();
36 FSoftObjectPath SensorMapDataAssetPath(TEXT("/Game/Agrarsense/Data/Sensors/SensorMap"));
37 SensorMapDataAsset = Cast<USensorMapDataAsset>(SensorMapDataAssetPath.TryLoad());
38
39#if WITH_EDITOR
40 if (SensorMapDataAsset.IsValid())
41 {
42 UE_LOG(LogTemp, Warning, TEXT("USensorFactory.cpp: Loaded SensorMapDataAsset successfully."));
43 }
44 else
45 {
46 UE_LOG(LogTemp, Warning, TEXT("USensorFactory.cpp: Loading SensorMapDataAsset failed."));
47 }
48#endif
49}

References SensorMapDataAsset.

Referenced by GetSensorMapDataAsset().

◆ SetSensorIdentifierAndNameWithFallbacks()

void USensorFactory::SetSensorIdentifierAndNameWithFallbacks ( ASensor sensor,
const FString &  sensorIdentifier,
const FString &  sensorName 
)
staticprivate

Set sensor name and identifier but fallback to default values if sensor name and/or sensor identifier are empty.

Parameters
sensorSensor which name and identifier to change
sensorIdentifierSensor new identifier (empty identifier not accepted)
sensorNameSensor new name (empty name not accepted)

Definition at line 65 of file SensorFactory.cpp.

66{
67 bool generateIdentifier = sensorIdentifier.IsEmpty();
68 bool generateName = sensorName.IsEmpty();
69
70 FString generatedSensorIdentifier;
71
72 // If ID not given, use ESensorTypes as the ID
73 // and let the ActorInformation-interface handle the numbering after that
74 if (generateIdentifier)
75 {
76 generatedSensorIdentifier = UEnumUtilities::ConvertSensorTypeToString(sensor->GetSensorType());
77 }
78
79 // If not using generated name -> set the given sensor name
80 if (!generateName)
81 {
82 sensor->SetSensorName(sensorName);
83 }
84
85 sensor->SetSensorIdentifier(generateIdentifier ? generatedSensorIdentifier : sensorIdentifier);
86
87 // If using generated name -> use the identifier as the name too
88 if (generateName)
89 {
90 sensor->SetSensorName(sensor->GetSensorIdentifier());
91 }
92}
void SetSensorName(const FString newName)
Definition: Sensor.h:123
FString GetSensorIdentifier() const
Definition: Sensor.h:75
virtual ESensorTypes GetSensorType() const
Definition: Sensor.h:65
void SetSensorIdentifier(const FString newIdentifier)
Definition: Sensor.h:85
static FString ConvertSensorTypeToString(ESensorTypes Sensortype)

References UEnumUtilities::ConvertSensorTypeToString(), ASensor::GetSensorIdentifier(), ASensor::GetSensorType(), ASensor::SetSensorIdentifier(), and ASensor::SetSensorName().

Referenced by SpawnSensor().

◆ SpawnCamera()

ACamera * USensorFactory::SpawnCamera ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FCameraBaseParameters  cameraParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Camera sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FCameraBaseParametersFCameraBaseParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ACamera pointer or nullptr

Definition at line 106 of file SensorFactory.cpp.

107{
108 ACamera* RGBCamera = nullptr;
109 RGBCamera = SpawnSensor<ACamera>(transform, sensorIdentifier, sensorName, true, Parent);
110 if (RGBCamera)
111 {
112 RGBCamera->Init(cameraParameters, SimulateSensor);
113 }
114
115 return RGBCamera;
116}
Definition: Camera.h:53

References RGBCamera.

◆ SpawnCollisionSensor()

ACollisionSensor * USensorFactory::SpawnCollisionSensor ( const FTransform &  transform,
AActor *  Owner,
const FString  sensorIdentifier,
const FString  sensorName,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Collision sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
AActor*Owning actor
boolShould the sensor start simulating after spawn
Returns
ACollisionSensor pointer or nullptr

Definition at line 190 of file SensorFactory.cpp.

191{
192 ACollisionSensor* CollisionSensor = nullptr;
193 if (Owner)
194 {
195 CollisionSensor = SpawnSensor<ACollisionSensor>(transform, sensorIdentifier, sensorName, false, Parent);
196 if (CollisionSensor)
197 {
198 CollisionSensor->Init(Owner, SimulateSensor);
199 CollisionSensor->AttachToActor(Owner, FAttachmentTransformRules::KeepWorldTransform);
200 }
201 }
202
203 return CollisionSensor;
204}
void Init(AActor *NewOwner, bool SimulateSensor=true)

References ACollisionSensor::Init().

Referenced by AVehicle::BeginPlay().

◆ SpawnDepthCamera()

ADepthCamera * USensorFactory::SpawnDepthCamera ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FDepthCameraParameters  depthCameraParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Camera sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FCameraBaseParametersFCameraBaseParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ADepthCamera pointer or nullptr

Definition at line 130 of file SensorFactory.cpp.

131{
132 ADepthCamera* DepthCamera = nullptr;
133 DepthCamera = SpawnSensor<ADepthCamera>(transform, sensorIdentifier, sensorName, true, Parent);
134 if (DepthCamera)
135 {
136 DepthCamera->DepthInit(depthCameraParameters, SimulateSensor);
137 }
138
139 return DepthCamera;
140}

References DepthCamera.

◆ SpawnDVSCamera()

ADVSCamera * USensorFactory::SpawnDVSCamera ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FDVSCameraParameters  DVSCameraParameters,
bool  SimulateSensor,
AActor *  Parent = nullptr 
)
static

Spawn new Camera sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FCameraBaseParametersFCameraBaseParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ADVSCamera pointer or nullptr

Definition at line 166 of file SensorFactory.cpp.

167{
168 ADVSCamera* DVSCamera = nullptr;
169 DVSCamera = SpawnSensor<ADVSCamera>(transform, sensorIdentifier, sensorName, true, Parent);
170 if (DVSCamera)
171 {
172 DVSCamera->DVSInit(DVSCameraParameters, SimulateSensor);
173 }
174
175 return DVSCamera;
176}

References DVSCamera.

◆ SpawnInstanceSegmentationCamera()

AInstanceSegmentationCamera * USensorFactory::SpawnInstanceSegmentationCamera ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FCameraBaseParameters  cameraParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Instance Segmentation Camera sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FCameraBaseParametersFCameraBaseParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ASemanticSegmentationCamera pointer

Definition at line 154 of file SensorFactory.cpp.

155{
157 InstanceSegmentationCamera = SpawnSensor<AInstanceSegmentationCamera>(transform, sensorIdentifier, sensorName, true, Parent);
159 {
160 InstanceSegmentationCamera->Init(cameraParameters, SimulateSensor);
161 }
162
164}
@ InstanceSegmentationCamera

References InstanceSegmentationCamera.

◆ SpawnLidarSensor()

ALidar * USensorFactory::SpawnLidarSensor ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FLidarParameters  lidarParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Lidar sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FLidarParametersFLidarParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ALidar pointer or nullptr

Definition at line 94 of file SensorFactory.cpp.

95{
96 ALidar* LidarSensor = nullptr;
97 LidarSensor = SpawnSensor<ALidar>(transform, sensorIdentifier, sensorName, true, Parent);
98 if (LidarSensor)
99 {
100 LidarSensor->Init(lidarParameters, SimulateSensor);
101 }
102
103 return LidarSensor;
104}
Definition: Lidar.h:35
void Init(FLidarParameters parameters, bool SimulateSensor=true)
Definition: Lidar.cpp:40

References ALidar::Init().

◆ SpawnModelClass()

ASensorModel * USensorFactory::SpawnModelClass ( TSubclassOf< ASensorModel modelClass,
ASensor attachTo 
)
staticprivate

Spawn sensor model (3D model) class attaching it to the given actor

Parameters
ModelClassASensorModel class for the sensor's model's class
attachToAttach to this sensor
Returns
Spawned model actor or nullptr

Definition at line 269 of file SensorFactory.cpp.

270{
271 ASensorModel* createdModelActor = nullptr;
272
273 if (!attachTo)
274 {
275 return createdModelActor;
276 }
277
278 UWorld* World = nullptr;
279 if (GEngine && GEngine->GameViewport)
280 {
281 World = GEngine->GameViewport->GetWorld();
282 }
283
284 if (World)
285 {
286 FVector sensorLocation = attachTo->GetActorLocation();
287 createdModelActor = World->SpawnActor<ASensorModel>(modelClass);
288
289 if (createdModelActor)
290 {
291 createdModelActor->AttachToActor(attachTo, FAttachmentTransformRules::SnapToTargetIncludingScale);
292
293 attachTo->SetSensorModel(createdModelActor);
294 createdModelActor->SetAttachedToSensor(attachTo);
295 createdModelActor->InitAfterSpawn();
296 }
297 }
298
299 return createdModelActor;
300}
void InitAfterSpawn()
void SetAttachedToSensor(ASensor *NewAttachedToSensor)
Definition: SensorModel.h:38
void SetSensorModel(ASensorModel *NewSensorModel)
Definition: Sensor.h:191

References ASensorModel::InitAfterSpawn(), ASensorModel::SetAttachedToSensor(), and ASensor::SetSensorModel().

Referenced by SpawnModelClassForSensor().

◆ SpawnModelClassForSensor()

ASensorModel * USensorFactory::SpawnModelClassForSensor ( ASensor attachTo)
staticprivate

Spawn sensor model (3D model) class attaching it to the given actor

Parameters
attachToSensor to attach to
Returns
Spawned model actor or nullptr

Definition at line 234 of file SensorFactory.cpp.

235{
236 ASensorModel* spawnedModel = nullptr;
237
238 if (!attachTo)
239 {
240 return spawnedModel;
241 }
242
244
245 if (SensorMap)
246 {
247 ESensorTypes sensorType = attachTo->GetSensorType();
248
249 TSubclassOf<ASensorModel> modelClass = nullptr;
250
251 bool matchFound;
252
253 USensorDataAsset* sensorData = SensorMap->GetAssetDataBySensorType(sensorType, matchFound);
254
255 if (matchFound && sensorData)
256 {
257 modelClass = sensorData->ModelClass;
258 }
259
260 if (modelClass)
261 {
262 spawnedModel = SpawnModelClass(modelClass, attachTo);
263 }
264 }
265
266 return spawnedModel;
267}
ESensorTypes
Definition: SensorTypes.h:15
TSubclassOf< ASensorModel > ModelClass
static USensorMapDataAsset * GetSensorMapDataAsset()
static ASensorModel * SpawnModelClass(TSubclassOf< ASensorModel > modelClass, ASensor *attachTo)
USensorDataAsset * GetAssetDataBySensorType(ESensorTypes SensorType, bool &MatchFound)

References USensorMapDataAsset::GetAssetDataBySensorType(), GetSensorMapDataAsset(), ASensor::GetSensorType(), USensorDataAsset::ModelClass, and SpawnModelClass().

Referenced by SpawnSensor().

◆ SpawnOverlapSensor()

AOverlapSensor * USensorFactory::SpawnOverlapSensor ( const FTransform &  transform,
FOverlapSensorParameters  Parameters,
const FString  sensorIdentifier,
const FString  sensorName,
AActor *  Parent = nullptr 
)
static

Spawn new Overlap sensor. BlueprintCallable. This is spawned by default on every vehicle

Parameters
FTransformlocation to spawn sensor
FOverlapSensorParameters*Overlap sensor parameters
Returns
AOverlapSensor pointer or nullptr

Definition at line 222 of file SensorFactory.cpp.

223{
224 AOverlapSensor* OverlapSensor = nullptr;
225 OverlapSensor = SpawnSensor<AOverlapSensor>(transform, sensorIdentifier, sensorName, false, Parent);
226 if (OverlapSensor)
227 {
228 OverlapSensor->Init(Parameters);
229 }
230
231 return OverlapSensor;
232}
void Init(FOverlapSensorParameters InParameters)

References AOverlapSensor::Init().

Referenced by ASpectator::BeginPlay(), APIDDrone::BeginPlay(), AVehicle::BeginPlay(), and APIDDrone::ChangeDroneParameters().

◆ SpawnRadar()

ARadar * USensorFactory::SpawnRadar ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FRadarParameters  radarParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Radar sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FRadarParametersFRadarParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ARadar pointer or nullptr

Definition at line 178 of file SensorFactory.cpp.

179{
180 ARadar* RadarSensor = nullptr;
181 RadarSensor = SpawnSensor<ARadar>(transform, sensorIdentifier, sensorName, true, Parent);
182 if (RadarSensor)
183 {
184 RadarSensor->Init(radarParameters, SimulateSensor);
185 }
186
187 return RadarSensor;
188}
Definition: Radar.h:26
void Init(FRadarParameters parameters, bool SimulateSensor=true)
Definition: Radar.cpp:22

References ARadar::Init().

◆ SpawnSegmentationCamera()

ASemanticSegmentationCamera * USensorFactory::SpawnSegmentationCamera ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FCameraBaseParameters  cameraParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Camera sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FCameraBaseParametersFCameraBaseParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
ASemanticSegmentationCamera pointer

Definition at line 142 of file SensorFactory.cpp.

143{
145 SemanticSegmentationCamera = SpawnSensor<ASemanticSegmentationCamera>(transform, sensorIdentifier, sensorName, true, Parent);
147 {
148 SemanticSegmentationCamera->Init(cameraParameters, SimulateSensor);
149 }
150
152}
@ SemanticSegmentationCamera

References SemanticSegmentationCamera.

◆ SpawnSensor()

template<typename T >
T * USensorFactory::SpawnSensor ( const FTransform &  transform,
const FString &  sensorIdentifier,
const FString &  sensorName,
bool  SpawnSensorModel = true,
AActor *  Parent = nullptr 
)
staticprivate

Definition at line 303 of file SensorFactory.cpp.

304{
305 UWorld* World = nullptr;
306
307 if (GEngine && GEngine->GameViewport)
308 {
309 // This might only fail if called in Editor without play mode.
310 World = GEngine->GameViewport->GetWorld();
311 }
312
313 T* Sensor = nullptr;
314
315 if (World)
316 {
317 Sensor = World->SpawnActorDeferred<T>(T::StaticClass(), transform);
318 if (Sensor)
319 {
320 SetSensorIdentifierAndNameWithFallbacks(Sensor, sensorIdentifier, sensorName);
321
322 if (Parent)
323 {
324 Sensor->SetParentActorPtr(Parent);
325 }
326
327 Sensor->FinishSpawning(transform);
328
329 if (SpawnSensorModel)
330 {
331 SpawnModelClassForSensor(Cast<ASensor>(Sensor));
332 }
333 }
334 }
335
336 return Sensor;
337}
static void SetSensorIdentifierAndNameWithFallbacks(ASensor *sensor, const FString &sensorIdentifier, const FString &sensorName)
static ASensorModel * SpawnModelClassForSensor(ASensor *attachTo)

References SetSensorIdentifierAndNameWithFallbacks(), and SpawnModelClassForSensor().

◆ SpawnThermalCamera()

AThermalCamera * USensorFactory::SpawnThermalCamera ( const FTransform &  transform,
const FString  sensorIdentifier,
const FString  sensorName,
FThermalCameraParameters  thermalCameraParameters,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Camera sensor. BlueprintCallable.

Parameters
FTransformlocation to spawn sensor
FStringSensor's unique identifier
FStringSensor's name
FCameraBaseParametersFCameraBaseParameters parameters struct
boolShould the sensor start simulating after spawn
Returns
AThermalCamera pointer or nullptr

Definition at line 118 of file SensorFactory.cpp.

119{
120 AThermalCamera* ThermalCamera = nullptr;
121 ThermalCamera = SpawnSensor<AThermalCamera>(transform, sensorIdentifier, sensorName, true, Parent);
122 if (ThermalCamera)
123 {
124 ThermalCamera->ThermalInit(thermalCameraParameters, SimulateSensor);
125 }
126
127 return ThermalCamera;
128}

References ThermalCamera.

◆ SpawnTransformSensor()

ATransformSensor * USensorFactory::SpawnTransformSensor ( const FTransform &  transform,
FTransformSensorParameters  Parameters,
const FString  sensorIdentifier,
const FString  sensorName,
bool  SimulateSensor = true,
AActor *  Parent = nullptr 
)
static

Spawn new Tranform sensor. BlueprintCallable. This is spawned by default on every vehicle

Parameters
FTransformlocation to spawn sensor
AActor*Owning actor
boolShould the sensor start simulating after spawn
Returns
ATransformSensor pointer or nullptr

Definition at line 206 of file SensorFactory.cpp.

207{
208 ATransformSensor* TransformSensor = nullptr;
209 if (Parameters.OwningActor)
210 {
211 TransformSensor = SpawnSensor<ATransformSensor>(transform, sensorIdentifier, sensorName, false, Parent);
212 if (TransformSensor)
213 {
214 TransformSensor->Init(Parameters, SimulateSensor);
215 TransformSensor->AttachToActor(Parameters.OwningActor, FAttachmentTransformRules::KeepWorldTransform);
216 }
217 }
218
219 return TransformSensor;
220}
void Init(FTransformSensorParameters Params, bool SimulateSensor=true)

References ATransformSensor::Init(), and FTransformSensorParameters::OwningActor.

Referenced by ASensor::BeginPlay(), APIDDrone::BeginPlay(), AVehicle::BeginPlay(), and AWalker::BeginPlay().

Member Data Documentation

◆ SensorMapDataAsset

TWeakObjectPtr< USensorMapDataAsset > USensorFactory::SensorMapDataAsset
staticprivate

Sensor map data asset to hold sensor specific base data

Definition at line 228 of file SensorFactory.h.

Referenced by GetSensorMapDataAsset(), and Initialize().


The documentation for this class was generated from the following files: