Files
UnrealEngineUWP/Engine/Source/Runtime/AugmentedReality/Public/ARActor.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

46 lines
1.0 KiB
C++

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