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ActorSpawnResult.h
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1// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma
2// de Barcelona (UAB).
3//
4// This work is licensed under the terms of the MIT license.
5// For a copy, see <https://opensource.org/licenses/MIT>.
6
7#pragma once
8
9#include "ActorSpawnResult.generated.h"
10
11/// List of valid types for actor attributes.
12UENUM(BlueprintType)
13enum class EActorSpawnResultStatus : uint8
14{
15 Success UMETA(DisplayName = "Success"),
16 InvalidDescription UMETA(DisplayName = "Invalid actor description"),
17 Collision UMETA(DisplayName = "Failed because collision at spawn position"),
18 UnknownError UMETA(DisplayName = "Unknown Error"),
19
20 SIZE UMETA(Hidden)
21};
22
23/// Result of an actor spawn function.
24USTRUCT(BlueprintType)
26{
27 GENERATED_BODY()
28
29 FActorSpawnResult() = default;
30
31 explicit FActorSpawnResult(AActor *InActor)
32 : Actor(InActor),
33 Status(Actor != nullptr ?
35 EActorSpawnResultStatus::UnknownError) {}
36
37 static FString StatusToString(EActorSpawnResultStatus Status);
38
39 bool IsValid() const
40 {
41 return (Actor != nullptr) && (Status == EActorSpawnResultStatus::Success);
42 }
43
44 UPROPERTY(EditAnywhere, BlueprintReadWrite)
45 AActor *Actor = nullptr;
46
47 UPROPERTY(EditAnywhere, BlueprintReadWrite)
49};
EActorSpawnResultStatus
List of valid types for actor attributes.
Result of an actor spawn function.