6#include "Containers/Map.h" 
    7#include "GameFramework/Actor.h" 
    9#include "CesiumCameraManager.generated.h" 
   25      Category = 
"CesiumCameraManager",
 
   26      meta = (WorldContext = 
"WorldContextObject"))
 
   39  UFUNCTION(BlueprintCallable, Category = 
"Cesium")
 
   50  UFUNCTION(BlueprintCallable, Category = 
"Cesium")
 
   62  UFUNCTION(BlueprintCallable, Category = 
"Cesium")
 
   68  UFUNCTION(BlueprintCallable, Category = 
"Cesium")
 
   73  virtual 
void Tick(
float DeltaTime) override;
 
   76  int32 _currentCameraId = 0;
 
   79  static FName DEFAULT_CAMERAMANAGER_TAG;
 
 
bool RemoveCamera(int32 CameraId)
Unregister an existing camera with the camera manager.
virtual bool ShouldTickIfViewportsOnly() const override
int32 AddCamera(UPARAM(ref) const FCesiumCamera &Camera)
Register a new camera with the camera manager.
const TMap< int32, FCesiumCamera > & GetCameras() const
Get a read-only map of the current camera IDs to cameras.
virtual void Tick(float DeltaTime) override
static ACesiumCameraManager * GetDefaultCameraManager(const UObject *WorldContextObject)
Get the camera manager for this world.
bool UpdateCamera(int32 CameraId, UPARAM(ref) const FCesiumCamera &Camera)
Update the state of the specified camera.
A camera description that ACesium3DTilesets can use to decide what tiles need to be loaded to suffici...