18 auto StaticMeshDefinition = ABFL::MakeGenericDefinition(
24 StaticMeshDefinition.Class = AEmptyActor::StaticClass();
27 return { StaticMeshDefinition };
32 const FTransform &SpawnAtTransform,
36 auto *
World = GetWorld();
39 UE_LOG(LogCarla, Error, TEXT(
"AUtilActorFactory: cannot spawn mesh into an empty world."));
44 FActorSpawnParameters SpawnParameters;
45 SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
49 ActorDescription.
Class, SpawnAtTransform, SpawnParameters);
UE_LOG(LogCarla, Log, TEXT("UActorDispatcher::Destroying actor: '%s' %x"), *Id, Actor)
TSharedPtr< const FActorInfo > carla::rpc::ActorState UWorld * World
TArray< FActorDefinition > GetDefinitions() final
获取静态网格体演员的定义
FActorSpawnResult SpawnActor(const FTransform &SpawnAtTransform, const FActorDescription &ActorDescription) final
在指定的位置生成一个演员
TSubclassOf< AActor > Class
要生成的参与者类