Standalone camera actor which can be placed in the level with #UCameraComponent.
More...
#include <RRCamera.h>
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| | ARRCamera () |
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| virtual bool | Initialize () override |
| | Set #GameMode #GameState #GameSingleton #PlayerController. More...
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| void | LookAt (const FVector &InTargetLocation, const FVector &InTargetNormal, const FVector2f &InDistanceRange, const FVector2f &InHeightRange, const FVector2f &InAngleRange, bool bMoveToNearTarget) |
| |
| void | LookAt (const FVector &InTargetLocation, bool bMoveToNearTarget) |
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| template<typename T > |
| void | LookAt (const TArray< T * > &InTargetActors, bool bMoveToNearTarget) |
| |
| template<typename T > |
| void | LookAt (const TArray< TArray< T * >> &InTargetActorGroups, bool bMoveToNearTarget) |
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| void | RandomizeFoV () |
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| void | RandomizePose (const FVector &InBaseLocation, bool bIsRandomLocationOnly) |
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| float | GetDistanceToFloor () const |
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| template<typename T > |
| float | GetDistanceToActorsGroup (const TArray< T * > &InActors) const |
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| template<typename T > |
| float | GetDistanceToActorGroupList (const TArray< TArray< T * >> &InActorGroups) const |
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| float | GetFocalLength () const |
| |
| | 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 |
| |
| 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 | 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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| |
| 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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| |
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| virtual void | PrintSimConfig () const override |
| | Print class members' values configured in RapyutaSimSettings.ini. More...
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| |
| virtual void | PreInitializeComponents () override |
| | Set #GameMode #GameState #GameSingleton #PlayerController. More...
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| |
| virtual void | DoGlobalConfig () |
| | Globally config custom setups (eg. Exec() cmds) applied for all instances of this class. More...
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| |
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| static TMap< UClass *, TUniquePtr< std::once_flag > > | OnceFlagList |
| | [std::once_flag] also applies even in case of consecutive PIE runs, More...
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| static std::once_flag | OnceFlag |
| | Used for class having single-branch child classes (linear inheritance tree) More...
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| |
| static int8 | SSceneInstanceId |
| |
Standalone camera actor which can be placed in the level with #UCameraComponent.
UCLASS(config = RapyutaSimSettings)
◆ ARRCamera()
◆ GetDistanceToActorGroupList()
template<typename T >
| float ARRCamera::GetDistanceToActorGroupList |
( |
const TArray< TArray< T * >> & |
InActorGroups | ) |
const |
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inline |
◆ GetDistanceToActorsGroup()
template<typename T >
| float ARRCamera::GetDistanceToActorsGroup |
( |
const TArray< T * > & |
InActors | ) |
const |
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inline |
◆ GetDistanceToFloor()
| float ARRCamera::GetDistanceToFloor |
( |
| ) |
const |
◆ GetFocalLength()
| float ARRCamera::GetFocalLength |
( |
| ) |
const |
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inline |
◆ Initialize()
| virtual bool ARRCamera::Initialize |
( |
| ) |
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overridevirtual |
Set #GameMode #GameState #GameSingleton #PlayerController.
(NOTE) This method, if being called, could only go with a RRGameMode-inheriting game mode setup!
Currently, ARRROS2GameMode & ARRGameMode are separate ones.
& Maps of ARRROS2GameMode do NOT YET have actors invoking this method.
It is up to the Child class, [Initialize()] could be run inside [BeginPlay()] or some place else in advance!
ALSO, DUE TO BEING VIRTUAL, CANNOT BE MERGED WITH [InitializeWithSpawnInfo()]
- Returns
- true
-
false
Reimplemented from ARRBaseActor.
◆ LookAt() [1/4]
| void ARRCamera::LookAt |
( |
const FVector & |
InTargetLocation, |
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|
bool |
bMoveToNearTarget |
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) |
| |
◆ LookAt() [2/4]
| void ARRCamera::LookAt |
( |
const FVector & |
InTargetLocation, |
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const FVector & |
InTargetNormal, |
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const FVector2f & |
InDistanceRange, |
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const FVector2f & |
InHeightRange, |
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const FVector2f & |
InAngleRange, |
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bool |
bMoveToNearTarget |
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) |
| |
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inline |
◆ LookAt() [3/4]
template<typename T >
| void ARRCamera::LookAt |
( |
const TArray< T * > & |
InTargetActors, |
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|
bool |
bMoveToNearTarget |
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) |
| |
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inline |
◆ LookAt() [4/4]
template<typename T >
| void ARRCamera::LookAt |
( |
const TArray< TArray< T * >> & |
InTargetActorGroups, |
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bool |
bMoveToNearTarget |
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) |
| |
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inline |
◆ PrintSimConfig()
| virtual void ARRCamera::PrintSimConfig |
( |
| ) |
const |
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overrideprotectedvirtual |
Print class members' values configured in RapyutaSimSettings.ini.
Reimplemented from ARRBaseActor.
◆ RandomizeFoV()
| void ARRCamera::RandomizeFoV |
( |
| ) |
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◆ RandomizePose()
| void ARRCamera::RandomizePose |
( |
const FVector & |
InBaseLocation, |
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bool |
bIsRandomLocationOnly |
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) |
| |
◆ CameraComponent
| UCameraComponent* ARRCamera::CameraComponent = nullptr |
◆ CameraProperties
The documentation for this class was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/latest/Source/RapyutaSimulationPlugins/Public/Core/RRCamera.h