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