9#include <util/ue-header-guard-begin.h>
10#include "CoreMinimal.h"
11#include "Subsystems/WorldSubsystem.h"
12#include "Async/TaskGraphInterfaces.h"
13#include <util/ue-header-guard-end.h>
15#include "CarlaLidarSubsystem.generated.h"
32 virtual void Deinitialize()
override;
40 return ActiveLidars.Num() > 0;
45 return ActiveLidars.Num();
48 void StartLidarSimulations(UWorld *World,
float DeltaSeconds);
50 void FinishLidarSimulations(UWorld *World,
float DeltaSeconds);
A ray-cast based Lidar sensor.
Subsystem responsible for simulating all ray-cast LiDARs of a world.
int32 GetActiveLidarCount() const
TArray< TObjectPtr< ARayCastSemanticLidar > > LidarsToSimulate
LiDARs due this frame, snapshotted on the game thread for the simulation task.
FGraphEventRef LidarSimulationTask
bool HasActiveLidars() const
TArray< TWeakObjectPtr< ARayCastSemanticLidar > > ActiveLidars