46 lines
1.0 KiB
C++
46 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ARTypes.h"
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#include "ARComponent.h"
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#include "Engine/GameEngine.h"
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#include "ARActor.generated.h"
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class UARComponent;
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UCLASS(BlueprintType, Experimental, Category="AR Gameplay")
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class AUGMENTEDREALITY_API AARActor: public AActor
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{
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GENERATED_BODY()
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public:
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AARActor();
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UFUNCTION(BlueprintCallable, Category="AR Gameplay")
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UARComponent* AddARComponent(TSubclassOf<UARComponent> InComponentClass, const FGuid& NativeID);
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static void RequestSpawnARActor(FGuid NativeID, UClass* InComponentClass);
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static void RequestDestroyARActor(AARActor* InActor);
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};
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USTRUCT()
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struct AUGMENTEDREALITY_API FTrackedGeometryGroup
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{
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public:
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GENERATED_USTRUCT_BODY()
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FTrackedGeometryGroup() = default;
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FTrackedGeometryGroup(UARTrackedGeometry* InTrackedGeometry);
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UPROPERTY()
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TObjectPtr<AARActor> ARActor = nullptr;
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UPROPERTY()
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TObjectPtr<UARComponent> ARComponent = nullptr;
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UPROPERTY()
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TObjectPtr<UARTrackedGeometry> TrackedGeometry = nullptr;
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};
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