24 auto WalkerController = ABFL::MakeGenericDefinition(
32 WalkerController.Class = AWalkerAIController::StaticClass();
34 return { WalkerController };
38 const FTransform &Transform,
43 auto *
World = GetWorld();
48 UE_LOG(LogCarla, Error, TEXT(
"AAIControllerFactory: cannot spawn controller into an empty world."));
54 FActorSpawnParameters SpawnParameters;
56 SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
58 auto *Controller =
World->SpawnActor<
AActor>(Description.
Class, Transform, SpawnParameters);
60 if (Controller ==
nullptr)
62 UE_LOG(LogCarla, Error, TEXT(
"AAIControllerFactory: spawn controller failed."));
UE_LOG(LogCarla, Log, TEXT("UActorDispatcher::Destroying actor: '%s' %x"), *Id, Actor)
TSharedPtr< const FActorInfo > carla::rpc::ActorState UWorld * World
FActorSpawnResult SpawnActor(const FTransform &SpawnAtTransform, const FActorDescription &ActorDescription) final
TArray< FActorDefinition > GetDefinitions() final
TSubclassOf< AActor > Class
要生成的参与者类