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25 #include "GameFramework/Pawn.h"
27 #include "Net/UnrealNetwork.h"
39 #include "RRBaseActor.generated.h"
134 ARRBaseActor(
const FObjectInitializer& ObjectInitializer);
146 void SetupDefaultBase();
150 TSharedPtr<FRRActorSpawnInfo> ActorInfo =
nullptr;
256 EntityModelName = InEntityModelName;
258 if (ActorInfo.IsValid())
262 ActorInfo->EntityModelName = InEntityModelName;
274 return ActorInfo.IsValid() ? ActorInfo->bIsDataSynthEntity :
false;
307 template<
typename TActorSpawnInfo>
313 ActorInfo = MakeShared<TActorSpawnInfo>(InActorInfo);
345 virtual bool Initialize();
349 virtual bool HasInitialized(
bool bIsLogged =
false)
const;
361 virtual void Reset();
375 void SetTickEnabled(
bool bInIsTickEnabled);
391 virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps)
const override;
403 virtual void PreInitializeComponents()
override;
static std::once_flag OnceFlag
Used for class having single-branch child classes (linear inheritance tree)
Definition: RRBaseActor.h:96
Scene instance's common object which houses Plugin-specific dynamic properties and implement objects-...
Definition: RRActorCommon.h:1127
FString EntityUniqueName
Actually Object's Name is also unique as noted by UE, but we just do not want to rely on it.
Definition: RRBaseActor.h:241
GameMode with specific setting, asset loading and #SceneDirector. Parent class, ARRROS2GameMode,...
Definition: RRGameMode.h:79
static constexpr int8 DEFAULT_SCENE_INSTANCE_ID
Definition: RRActorCommon.h:1149
Contains various commonly used struct definitions for robot & object entities.
FString EntityModelName
Definition: RRBaseActor.h:250
Base actor class for all Rapyuta Sim actors:
Definition: RRBaseActor.h:70
Game state which handles multiple URRSceneInstance which spit game in scenes for data gen,...
Definition: RRGameState.h:64
static TMap< UClass *, TUniquePtr< std::once_flag > > OnceFlagList
[std::once_flag] also applies even in case of consecutive PIE runs,
Definition: RRBaseActor.h:90
bool IsDataSynthEntity() const
Definition: RRBaseActor.h:270
virtual void PrintSimConfig() const
Print class members' values configured in RapyutaSimSettings.ini.
Definition: RRBaseActor.h:411
virtual void DoGlobalConfig()
Globally config custom setups (eg. Exec() cmds) applied for all instances of this class.
Definition: RRBaseActor.h:423
static int8 SSceneInstanceId
Definition: RRBaseActor.h:154
FTimerHandle GenericTimerHandle
Definition: RRBaseActor.h:285
Player controller designed to be used with SceneDirector.
Definition: RRPlayerController.h:58
GameSingleton class which handles asset loading.
Definition: RRGameSingleton.h:144
void SetEntityModelName(const FString &InEntityModelName)
Definition: RRBaseActor.h:252
bool InitializeWithSpawnInfo(const TActorSpawnInfo &InActorInfo)
ACTOR INTIALIZING GENERAL INFO (Unique name, mesh list, material list, etc.)
Definition: RRBaseActor.h:309