9 #include "GameFramework/Actor.h" 14 #include "Components/BillboardComponent.h" 15 #include "Components/SceneComponent.h" 16 #include "CoreMinimal.h" 19 #include "OpenDriveActor.generated.h" 39 #if WITH_EDITORONLY_DATA 42 UPROPERTY(Category =
"Generate", EditAnywhere)
43 bool bGenerateRoutes =
false;
44 #endif // WITH_EDITORONLY_DATA 47 UPROPERTY(Category =
"Generate", EditAnywhere, meta = (ClampMin =
"0.01", UIMin =
"0.01"))
48 float RoadAccuracy = 2.f;
51 UPROPERTY(Category = "Generate", EditAnywhere, meta = (ClampMin = "0.01", UIMin = "0.01"))
52 float TriggersHeight = 100.f;
54 #if WITH_EDITORONLY_DATA 57 UPROPERTY(Category =
"Generate", EditAnywhere)
58 bool bRemoveRoutes =
false;
59 #endif // WITH_EDITORONLY_DATA 62 UPROPERTY(Category =
"Spawners", EditAnywhere)
63 bool bAddSpawners = false;
66 UPROPERTY(Category = "Spawners", EditAnywhere)
67 bool bOnIntersections = false;
71 UPROPERTY(Category = "Spawners", EditAnywhere)
72 float SpawnersHeight = 300.f;
74 #if WITH_EDITORONLY_DATA 76 UPROPERTY(Category =
"Spawners", EditAnywhere)
77 bool bRemoveCurrentSpawners =
false;
78 #endif // WITH_EDITORONLY_DATA 80 #if WITH_EDITORONLY_DATA 82 UPROPERTY(Category =
"Debug", EditAnywhere)
83 bool bShowDebug =
true;
84 #endif // WITH_EDITORONLY_DATA 92 void BuildRoutes(FString MapName);
98 void DebugRoutes()
const;
100 void RemoveDebugRoutes()
const;
103 void PostEditChangeProperty(
struct FPropertyChangedEvent &PropertyChangedEvent);
105 #endif // WITH_EDITOR 109 void RemoveSpawners();
UTexture2D * SpriteTexture
Sprite for the Billboard Component.
Base class for spawner locations for walkers.
UBillboardComponent * SpriteComponent
A UBillboardComponent to hold Icon sprite.
Assign a random route to every ACarlaWheeledVehicle entering the trigger volume.