9 #include "GameFramework/Actor.h" 11 #include "Components/BoxComponent.h" 12 #include "Components/SplineComponent.h" 14 #include "RoutePlanner.generated.h" 31 virtual void BeginDestroy()
override;
42 void AddRoute(
float probability,
const TArray<FVector> &routePoints);
51 virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent)
override;
55 virtual void BeginPlay()
override;
57 virtual void EndPlay(EEndPlayReason::Type EndPlayReason)
override;
60 void OnTriggerBeginOverlap(
66 const FHitResult &SweepResult);
70 UPROPERTY(EditAnywhere)
73 UPROPERTY(BlueprintReadWrite, Category = "Traffic Routes", EditAnywhere)
74 TArray<USplineComponent *> Routes;
76 UPROPERTY(BlueprintReadWrite, Category = "Traffic Routes", EditAnywhere, EditFixedSize)
77 TArray<
float> Probabilities;
79 UPROPERTY(BlueprintReadWrite, Category = "Traffic Routes", EditAnywhere, EditFixedSize)
80 bool bIsIntersection = false;
Assign a random route to every ACarlaWheeledVehicle entering the trigger volume.
Wheeled vehicle controller with optional AI.
void SetBoxExtent(const FVector &Extent)