11 #include "GameFramework/Controller.h"    16 #include "WheeledVehicleAIController.generated.h"    47   void OnPossess(
APawn *aPawn) 
override;
    49   void OnUnPossess() 
override;
    51   void Tick(
float DeltaTime) 
override;
    61   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
    62   bool IsPossessingAVehicle()
 const    67   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
    84   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
    85   void SetStickyControl(
bool bEnabled)
    87     bControlIsSticky = bEnabled;
   103   UFUNCTION(Category = 
"Road Map", BlueprintCallable)
   117   UFUNCTION(Category = 
"Random Engine", BlueprintCallable)
   120     check(RandomEngine != 
nullptr);
   132   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   133   bool IsAutopilotEnabled()
 const   135     return bAutopilotEnabled;
   138   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   139   void SetAutopilot(
bool Enable, 
bool KeepState = false)
   141     if (IsAutopilotEnabled() != Enable)
   143       ConfigureAutopilot(Enable, KeepState);
   147   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   148   void ToggleAutopilot()
   150     ConfigureAutopilot(!bAutopilotEnabled);
   155   void ConfigureAutopilot(
const bool Enable, 
const bool KeepState = 
false);
   166   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   167   float GetSpeedLimit()
 const   173   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   174   void SetSpeedLimit(
float InSpeedLimit)
   176     SpeedLimit = InSpeedLimit;
   180   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   187   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   194   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   201   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   208   UFUNCTION(Category = 
"Wheeled Vehicle Controller", BlueprintCallable)
   209   void SetFixedRoute(
const TArray<FVector> &Locations, 
bool bOverwriteCurrent = 
true);
   224   UPROPERTY(VisibleAnywhere)
   225   bool bAutopilotEnabled = false;
   227   UPROPERTY(VisibleAnywhere)
   228   bool bControlIsSticky = true;
   230   UPROPERTY(VisibleAnywhere)
   231   float SpeedLimit = 30.0f;
   233   UPROPERTY(VisibleAnywhere)
   236   UPROPERTY(VisibleAnywhere)
   237   float MaximumSteerAngle = -1.0f;
   242   std::queue<FVector> TargetLocations;
 
const ACarlaWheeledVehicle * GetPossessedVehicle() const
 
Wheeled vehicle controller with optional AI. 
 
void SetRoadMap(URoadMap *InRoadMap)
 
Base class for CARLA wheeled vehicles.