13#include <util/ue-header-guard-begin.h>
14#include "Containers/Array.h"
15#include "GameFramework/Actor.h"
16#include <util/ue-header-guard-end.h>
18#include "CarlaActorFactory.generated.h"
29 : Super(ObjectInitializer)
31 PrimaryActorTick.bCanEverTick =
false;
45 const FTransform &SpawnAtTransform,
60 const UClass *Class = Definition.
Class.Get();
61 if (
IsValid(Class) && Class->GetPathName().StartsWith(MountPoint))
67 if (Attribute.Value.StartsWith(MountPoint))
74 for (
const FString &Value : Variation.RecommendedValues)
76 if (Value.StartsWith(MountPoint))
static bool IsValid(const ACarlaWheeledVehicle *Vehicle)
Base class for Carla actor factories.
ACarlaActorFactory(const FObjectInitializer &ObjectInitializer)
virtual TArray< FActorDefinition > GetDefinitions()
Retrieve the list of actor definitions that this class is able to spawn.
virtual FActorSpawnResult SpawnActor(const FTransform &SpawnAtTransform, const FActorDescription &ActorDescription)
Spawn an actor based on ActorDescription and Transform.
virtual void ReleaseContentPack(const FString &MountPoint)
Drop every cached definition, parameter and loaded asset that refers to content under MountPoint ("/<...
static bool DefinitionReferencesPath(const FActorDefinition &Definition, const FString &MountPoint)
True when the definition's class or any attribute/variation value points at content under MountPoint.
An actor attribute, may be an intrinsic (non-modifiable) attribute of the actor or an user-defined ac...
A definition of a Carla Actor with all the variation and attributes.
TArray< FActorVariation > Variations
Variations represent variables the user can modify to generate variations of the actor.
TArray< FActorAttribute > Attributes
Attributes represent non-modifiable properties of the actor that might help the user identifying and ...
TSubclassOf< AActor > Class
Class of the actor to be spawned (Optional).
A description of a Carla Actor with all its variation.
Result of an actor spawn function.
Definition of an actor variation.