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| | ATurtlebotBurger (const FObjectInitializer &ObjectInitializer) |
| | Construct a new ATurtlebotBurger object. Calls SetupBody. More...
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| | ATurtlebotBurgerBase (const FObjectInitializer &ObjectInitializer) |
| | Construct a new ATurtlebotBurgerBase object. Calls SetupBody. 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 () |
| |
| 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) |
| |
| virtual FString | GetRobotModelName () |
| |
| 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 () |
| |
| virtual void | CheckJointsInitialization () |
| |
| 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 void | GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override |
| | Returns the properties used for network replication, this needs to be overridden by all actor classes with native. 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) |
| |
| 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...
|
| |
| 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 () |
| |
| | 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) |
| |
| bool | IsDataSynthEntity () const |
| |
| 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 |
| |
| virtual void | Reset () |
| | Rest. Calls #ActorInfo::ClearMeshInfo. More...
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| |
| void | SetTickEnabled (bool bInIsTickEnabled) |
| | Use URRUObjectUtils::SetupActorTick. More...
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| |
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| TObjectPtr< USceneComponent > | DefaultRoot = nullptr |
| |
| 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 |
| |
| 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 |
| |
| FString | RobotUniqueName |
| |
| FString | RobotModelName |
| | Robot Model Name (loaded from URDF/SDF) More...
|
| |
| uint64 | RobotID = 0 |
| | Robot ID No. More...
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| |
| TMap< FString, UStaticMeshComponent * > | Links |
| |
| TObjectPtr< UMeshComponent > | BaseMeshComp = nullptr |
| | Base mesh comp, normally also as the root comp. More...
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| TMap< FString, URRJointComponent * > | Joints |
| |
| bool | bInitializeJoints = true |
| |
| ERRNetworkAuthorityType | NetworkAuthorityType = ERRNetworkAuthorityType::CLIENT |
| | Network Authority Type. More...
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| |
| FVector | TargetLinearVel = FVector::ZeroVector |
| | [cm/s] Local target linear vel More...
|
| |
| 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...
|
| |
| 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...
|
| |
| FTransform | UIWidgetOffset = FTransform(FVector(0.f, 0.f, 100.f)) |
| | Relative pose of the UI widget from the owner robot. More...
|
| |
| TSubclassOf< UUserWidget > | UIUserWidgetClass |
| | Widget class. More...
|
| |
| float | CmdVelTimeout = 0.5 |
| | Allowed period between two successive velocity commands. After this delay, a zero speed command will be set. More...
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| |
| bool | bInitializingJoints = false |
| |
| TMap< UPrimitiveComponent *, FName > | OriginalCollisionProfiles |
| | Children UPrimitives components orignal collision profiles. More...
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| |
| TSharedPtr< FRRActorSpawnInfo > | ActorInfo = nullptr |
| |
| 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...
|
| |
| 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 |
| |
| URRActorCommon * | ActorCommon = nullptr |
| |
| 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 |
| |
| FTimerHandle | GenericTimerHandle |
| |
| static TMap< UClass *, TUniquePtr< std::once_flag > > | OnceFlagList |
| | [std::once_flag] also applies even in case of consecutive PIE runs, More...
|
| |
| static std::once_flag | OnceFlag |
| | Used for class having single-branch child classes (linear inheritance tree) More...
|
| |
| static int8 | SSceneInstanceId |
| |
Example of child class of ARRBaseRobot.
Uses UDifferentialDriveComponent
This class is designed to be inheritted from Blueprint class to be assigned UStaticMeshComponent.
UCLASS()