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...