// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GameFramework/Actor.h" #include "LidarPointCloudActor.generated.h" class ULidarPointCloud; class ULidarPointCloudComponent; UCLASS(BlueprintType, hidecategories = ("Materials")) class LIDARPOINTCLOUDRUNTIME_API ALidarPointCloudActor : public AActor { GENERATED_UCLASS_BODY() private: UPROPERTY(Category = PointCloudActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Rendering,Components|LidarPointCloud", AllowPrivateAccess = "true")) TObjectPtr PointCloudComponent; public: #if WITH_EDITOR virtual bool GetReferencedContentObjects(TArray& Objects) const override; #endif public: /** Returns PointCloudComponent subobject **/ ULidarPointCloudComponent* GetPointCloudComponent() const { return PointCloudComponent; } UFUNCTION(BlueprintPure, Category = "Components|LidarPointCloud") ULidarPointCloud* GetPointCloud() const; UFUNCTION(BlueprintCallable, Category = "Components|LidarPointCloud") void SetPointCloud(ULidarPointCloud *InPointCloud); };