11#include <util/ue-header-guard-begin.h>
12#include "Components/SceneCaptureComponent2D.h"
13#include <util/ue-header-guard-end.h>
21 const FObjectInitializer &ObjectInitializer)
22 : Super(ObjectInitializer)
33 Super::SetUpSceneCaptureComponent(SceneCapture);
37 SceneCapture.bRequiresSegmentationPass =
true;
43 Super::PostPhysTick(World, TickType, DeltaSeconds);
47 TArrayView<const FColor> Pixels,
48 FIntPoint Size) ->
bool
void SetUpSceneCaptureComponent(USceneCaptureComponent2D &SceneCapture) override
static FActorDefinition GetSensorDefinition()
void PostPhysTick(UWorld *World, ELevelTick TickType, float DeltaSeconds) override
AInstanceSegmentationCamera(const FObjectInitializer &ObjectInitializer)
static void SendDataToClient(SensorType &&Sensor, TArrayView< ElementType > SensorData, const FSensorCaptureContext &CaptureContext)
static FSensorCaptureContext MakeCaptureContext(const ASensor &Sensor)
Call on the game thread right after CaptureScene().
bool AddPostProcessingMaterial(const FString &Path)
Load the UMaterialInstanceDynamic at the given Path and append it to the list of shaders with Weight.
static FActorDefinition MakeCameraDefinition(const FString &Id, bool bEnableModifyingPostProcessEffects=false)
bool ReadSensorImageDataAsyncFColor(AShaderBasedSensor &Sensor, ReadImageDataAsyncCallbackFColor &&Callback)
A definition of a Carla Actor with all the variation and attributes.