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| ARobotVehicle () |
| Construct a new ARobotVehicle object. More...
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| ARobotVehicle (const FObjectInitializer &ObjectInitializer) |
| Construct a new ARobotVehicle object. More...
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void | SetupDefaultRootSkeletal () |
| Initialize SkeletalMeshComp. More...
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virtual void | GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const |
| Returns the properties used for network replication, this needs to be overridden by all actor classes with native. More...
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| ARRBaseRobot () |
| Construct a new ARRBaseRobot object. More...
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| ARRBaseRobot (const FObjectInitializer &ObjectInitializer) |
| Construct a new ARRBaseRobot object. More...
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virtual void | BeginPlay () override |
| BeginPlay. More...
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virtual void | Tick (float DeltaSeconds) override |
| Wake rigid body in addition to Super::Tick() More...
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void | SetupDefault () |
| Initialize default components being configurable in child BP classes. More...
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virtual void | SetRootOffset (const FTransform &InRootOffset) |
| Set the root offset for RobotVehicleMoveComponent. More...
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FORCEINLINE bool | IsDynamicRuntimeRobot () const |
| DynamicRuntime robot: Implemented purely in cpp, built & loaded up at runtime from raw CAD + metadata (URDF/SDF) More...
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FORCEINLINE bool | IsStaticBPRobot () const |
| Static BP robot: implemented in BP, possibly inheriting from #ARBaseRobot or its children classes,. More...
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FString | GetDynamicResourceName (const ERRResourceDataType InDataType) const |
| Get name of an already-stored dynamic robot resource (mesh, skeleton, physics asset, etc.) More...
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FString | GetDynamicResourceAssetPath (const ERRResourceDataType InDataType) const |
| Get UE asset path of an already-stored dynamic robot resource (mesh, skeleton, physics asset, etc.) More...
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virtual void | OnRep_ROS2Interface () |
| Function called with ROS2Interface replication. Start ROS2Interface if bStartStopROS2Interface=true. More...
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virtual void | OnRep_bStartStopROS2Interface () |
| Function called with bStartStopROS2Interface replication. Start/stop ROS2Interface if it is ready. More...
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bool | IsAuthorizedInThisClient () |
| Check necessary variables has initialized and PlayerId which spawned robot is match to this client PlayerId. More...
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void | CreateROS2Interface () |
| Instantiate ROS 2 Interface without initializing yet. More...
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void | InitROS2Interface () |
| Initialize ROS 2 Interface. Directly call URRRobotROS2Interface::Initialize or execute in client via OnRep_bStartStopROS2Interface. More...
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bool | InitROS2InterfaceImpl () |
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void | DeInitROS2Interface () |
| Stop ROS 2 Interface. Directly call URRRobotROS2Interface::DeInitialize or execute in client via OnRep_bStartStopROS2Interface. More...
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void | SetRobotName (const FString &InRobotName) |
| Set robot unique name. More...
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virtual void | SetRobotModelName (const FString InName) |
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virtual FString | GetRobotModelName () |
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FORCEINLINE bool | IsBuiltInRobotModel () const |
| Is static built robot model by the Editor. More...
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uint64 | GetRobotID () const |
| Get robot ID. More...
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void | SetRobotID (uint64 InRobotID) |
| Set robot ID. More...
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virtual bool | AddLink (const FString &InLinkName, UStaticMeshComponent *InMesh) |
| Add UStaticMeshComponent to Links. More...
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void | SetBaseMeshComp (UMeshComponent *InBaseMeshComp, bool bInMakeAsRoot=true, bool bInDestroyDefaultRoot=true) |
| Set BaseMeshComp, optionally making it the new Root, replacing DefaultRoot. More...
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virtual bool | AddJoint (const FString &InParentLinkName, const FString &InChildLinkName, const FString &InJointName, URRJointComponent *InJoint) |
| Add URRJointComponent to Joints and set Joint's parent and child link from name in Links. More...
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virtual void | StartJointsInitialization () |
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virtual void | CheckJointsInitialization () |
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virtual void | SetChildComponentsCollisionEnabled (const bool IsEnable) |
| Set the ChildComponents Collision Enabled. More...
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virtual bool | InitSensors (UROS2NodeComponent *InROS2Node) |
| Initialize sensors components which are child class of URRROS2BaseSensorComponent. More...
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virtual bool | ReplicateSubobjects (UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags) override |
| Allows a component to replicate other subobject on the actor. More...
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virtual void | SetJointState (const TMap< FString, TArray< float >> &InJointState, const ERRJointControlType InJointControlType) |
| Set Joints state to Joints. More...
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virtual void | StopMovement () |
| Stop robot movement, resetting all vel inputs. More...
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virtual void | SetMoveComponent (UMovementComponent *InMoveComponent) |
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virtual void | SetLinearVel (const FVector &InLinearVel) |
| Set velocity to RobotVehicleMoveComponent. More...
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virtual void | SetAngularVel (const FVector &InAngularVel) |
| Set angular velocity to RobotVehicleMoveComponent. More...
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virtual void | SyncServerLinearMovement (float InClientTimeStamp, const FTransform &InClientRobotTransform, const FVector &InLinearVel) |
| Set position and linear velocity to the robot in the server. More...
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virtual void | SyncServerAngularMovement (float InClientTimeStamp, const FRotator &InClientRobotRotation, const FVector &InAngularVel) |
| Set rotation and angular velocity to the robot in the server. More...
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virtual void | SetLocalLinearVel (const FVector &InLinearVel) |
| Set linear velocity to RobotVehicleMoveComponent in the client. More...
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virtual void | SetLocalAngularVel (const FVector &InAngularVel) |
| Set angular velocity to RobotVehicleMoveComponent in the client. More...
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void | BPConfigureMovementComponent () |
| This method is called inside PostInitializeComponents. More...
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bool | CheckUIUserWidget () const |
| Check whether #UIUserWidget is valid. More...
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virtual bool | InitPropertiesFromJSON () |
| Parse Json parameters in ROSSpawnParameters. More...
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void | BPInitPropertiesFromJSON () |
| This method is called inside PreInitializeComponents. More...
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virtual void | ConfigureMovementComponent () |
| Calls both InitPropertiesFromJSON and BPInitPropertiesFromJSON. More...
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virtual void | InitUIWidget () |
| Create & init UIWidgetComp. More...
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virtual bool | InitPropertiesFromJSONAll () |
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| ARRBaseActor () |
| Construct a new ARRBaseActor object. More...
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| ARRBaseActor (const FObjectInitializer &ObjectInitializer) |
| Construct a new ARRBaseActor object. More...
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void | SetupDefaultBase () |
| Initialize default components being configurable in child BP classes. More...
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void | SetEntityModelName (const FString &InEntityModelName) |
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bool | IsDataSynthEntity () const |
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template<typename TActorSpawnInfo > |
bool | InitializeWithSpawnInfo (const TActorSpawnInfo &InActorInfo) |
| ACTOR INTIALIZING GENERAL INFO (Unique name, mesh list, material list, etc.) More...
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virtual bool | Initialize () |
| Set #GameMode #GameState #GameSingleton #PlayerController. More...
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virtual bool | HasInitialized (bool bIsLogged=false) const |
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virtual void | Reset () |
| Rest. Calls #ActorInfo::ClearMeshInfo. More...
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void | SetTickEnabled (bool bInIsTickEnabled) |
| Use URRUObjectUtils::SetupActorTick. More...
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USkeletalMeshComponent * | SkeletalMeshComp = nullptr |
| Robot Mesh. More...
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TObjectPtr< USceneComponent > | DefaultRoot = nullptr |
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FOnRobotCreationDone | OnRobotCreationDone |
| Robot creation done delegate. More...
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TSubclassOf< URRRobotROS2Interface > | ROS2InterfaceClass = nullptr |
| Default class to use when ROS 2 Interface is setup for robot. More...
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TObjectPtr< URRRobotROS2Interface > | ROS2Interface = nullptr |
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bool | bStartStopROS2Interface = false |
| Flag to start/stop ROS2Interfaces. Since RPC can't be used, use replication to trigger initialization. More...
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TObjectPtr< UROS2Spawnable > | ROSSpawnParameters = nullptr |
| ROSSpawn parameters which is passed to ROS2Interface. More...
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TObjectPtr< ARRBaseRobot > | ServerRobot = nullptr |
| Pointer to the robot's server-owned version. More...
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FTimerHandle | ROS2InitTimer |
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FString | RobotUniqueName |
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FString | RobotModelName |
| Robot Model Name (loaded from URDF/SDF) More...
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uint64 | RobotID = 0 |
| Robot ID No. More...
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TMap< FString, UStaticMeshComponent * > | Links |
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TObjectPtr< UMeshComponent > | BaseMeshComp = nullptr |
| Base mesh comp, normally also as the root comp. More...
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TMap< FString, URRJointComponent * > | Joints |
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bool | bInitializeJoints = true |
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ERRNetworkAuthorityType | NetworkAuthorityType = ERRNetworkAuthorityType::CLIENT |
| Network Authority Type. More...
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FVector | TargetLinearVel = FVector::ZeroVector |
| [cm/s] Local target linear vel More...
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FVector | TargetAngularVel = FVector::ZeroVector |
| [deg/s] Local target angular vel [X:Roll - Y:Pitch - Z: Yaw] More...
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TObjectPtr< UMovementComponent > | MovementComponent = nullptr |
| Main robot movement component (kinematics/diff-drive or wheels-drive comp) More...
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TObjectPtr< URobotVehicleMovementComponent > | RobotVehicleMoveComponent |
| Movecomponent casted to URobotVehicleMovementComponent for utility. More...
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TSubclassOf< UMovementComponent > | VehicleMoveComponentClass |
| Class of the main robot movement component, configurable in child class. More...
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FTransform | RootOffset = FTransform::Identity |
| Offset transform between the Actor root component and the pose that will be published in /odom topic. More...
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bool | bInitRobotVehicleMoveComponent = true |
| Call ConfigureMovecomponent and RobotVehicleMoveComponent::Initialize() in InitMoveComponent in PostInitializeComponents or not. More...
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bool | bMobileRobot = true |
| Mobile robot or not. If this is false, movecomponent=nullptr and ROS 2 odom and cmd_vel interface are disabled. More...
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bool | bJointControl = true |
| Control Joint by ROS2 o rnot. More...
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uint8 | bUIWidgetEnabled: 1 |
| Enable widget or not. More...
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TObjectPtr< URRUIWidgetComponent > | UIWidgetComp = nullptr |
| UI widget component. More...
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FTransform | UIWidgetOffset = FTransform(FVector(0.f, 0.f, 100.f)) |
| Relative pose of the UI widget from the owner robot. More...
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TSubclassOf< UUserWidget > | UIUserWidgetClass |
| Widget class. More...
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bool | bInitializingJoints = false |
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TMap< UPrimitiveComponent *, FName > | OriginalCollisionProfiles |
| Children UPrimitives components orignal collision profiles. More...
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TSharedPtr< FRRActorSpawnInfo > | ActorInfo = nullptr |
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ARRGameState * | RRGameState = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
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URRGameSingleton * | RRGameSingleton = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
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ARRGameMode * | RRGameMode = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
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ARRPlayerController * | RRPlayerController = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
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int8 | SceneInstanceId = URRActorCommon::DEFAULT_SCENE_INSTANCE_ID |
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URRActorCommon * | ActorCommon = nullptr |
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FString | EntityUniqueName |
| Actually Object's Name is also unique as noted by UE, but we just do not want to rely on it. More...
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FString | EntityModelName |
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FTimerHandle | GenericTimerHandle |
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RobotVehicle class.
This class represents robot vehicles built up from a Skeletal Mesh component that is also its Root.
- Deprecated:
- Please use ARRBaseRobot directly
UCLASS()