RapyutaSimulationPlugins
|
GameMode for client-server. This class handles #ANetworkPlayerController initialization from PostLogin. More...
#include <RRNetworkGameMode.h>
Public Member Functions | |
ARRNetworkGameMode () | |
Public Member Functions inherited from ARRROS2GameMode | |
ARRROS2GameMode () | |
virtual void | SetFixedTimeStep (const float InStepSize) |
Set timestep by FApp::SetFixedDeltaTime. More... | |
virtual float | GetFixedTimeStep () const |
Get timestep. More... | |
virtual void | SetTargetRTF (const float InTargetRTF) |
Set the Target RTF. This works if CustomTimeStep class is URRLimitRTFFixedSizeCustomTimeStep. More... | |
virtual float | GetTargetRTF () const |
Get the Target RTF. This works if CustomTimeStep class is URRLimitRTFFixedSizeCustomTimeStep. More... | |
virtual void | PrintSimConfig () const |
Print GameMode's user configs in INI. More... | |
FString | GetSpawnableNativeEntityClassPath (const FString &InEntityModelName) const |
Get corresponding class path of a native entity model from NativeSpawnableClassPaths. More... | |
Public Attributes | |
TArray< ARRNetworkPlayerController * > | NetworkClientControllerList |
Public Attributes inherited from ARRROS2GameMode | |
UROS2NodeComponent * | MainROS2Node = nullptr |
Sim's Main ROS 2 node. This is not used by client-server and ARRNetworkPlayerController has ROS2Node instead. More... | |
FString | MainROS2NodeName = TEXT("UEROS2Node") |
Sim's Main ROS 2 node name. This is not used by client-server and ARRNetworkPlayerController has ROS2Node instead. More... | |
URRROS2ClockPublisher * | ClockPublisher = nullptr |
Publish /clock. This is not used by client-server without editor and ARRNetworkPlayerController has ClockPublisher instead. More... | |
ASimulationState * | MainSimState = nullptr |
Provide ROS 2 implementation of sim-wide operations like get/set actor state, spawn/delete actor, attach/detach actor. More... | |
URRROS2SimulationStateClient * | MainROS2SimStateClient = nullptr |
Provide ROS 2 interface of sim-wide operations implemented by MainSimState. More... | |
TSubclassOf< URRROS2SimulationStateClient > | ROS2SimStateClientClass = URRROS2SimulationStateClient::StaticClass() |
Custom type to instantiate MainROS2SimStateClient, configurable in child classes. More... | |
FRROnROS2Initialized | OnROS2Initialized |
Delegate signalling ROS 2 having been initialized with MainROS2Node, MainROS2SimStateClient, ClockPublisher ready. More... | |
Protected Member Functions | |
virtual void | PostLogin (APlayerController *InPlayer) override |
Called after a successful login. More... | |
Protected Member Functions inherited from ARRROS2GameMode | |
virtual void | InitGame (const FString &InMapName, const FString &InOptions, FString &OutErrorMessage) override |
Initialize Game. More... | |
virtual void | InitSim () |
Create MainSimState and call InitROS2. More... | |
virtual void | StartPlay () override |
Set timestep with startplay and call InitSim. More... | |
Additional Inherited Members | |
Protected Attributes inherited from ARRROS2GameMode | |
TArray< FString > | BPSpawnableClassNames |
Blueprint class names (also used as their entity model names) to be registered as spawnable entity types. More... | |
TMap< FString, FString > | NativeSpawnableClassPaths |
Asset paths of classes to be registered as spawnable entity types. More... | |
GameMode for client-server. This class handles #ANetworkPlayerController initialization from PostLogin.
ARRNetworkGameMode::ARRNetworkGameMode | ( | ) |
|
overrideprotectedvirtual |
Called after a successful login.
Create #ANetworkPlayerController::ROS2SimStateClient for each client.
TArray<ARRNetworkPlayerController*> ARRNetworkGameMode::NetworkClientControllerList |