Minor fix with settings and previous merge
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85d4be3934
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@ -38,13 +38,11 @@ const FName UCarlaSettings::CARLA_ROAD_TAG = FName("CARLA_ROAD");
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// -- Static methods -----------------------------------------------------------
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// =============================================================================
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/// Call Callback for every subsection (from top to bottom) in SectionName.
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/// Subsections are separated by '/' character.
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template <typename T>
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static void ForEachSectionInName(const FString &SectionName, T &&Callback)
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static void ForEachSectionInName(const FString &SensorName, T &&Callback)
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{
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TArray<FString> SubSections;
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SectionName.ParseIntoArray(SubSections, TEXT("/"), true);
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SensorName.ParseIntoArray(SubSections, TEXT("/"), true);
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check(SubSections.Num() > 0);
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FString Section = S_CARLA_SENSOR;
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Callback(Section);
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@ -55,8 +53,6 @@ static void ForEachSectionInName(const FString &SectionName, T &&Callback)
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}
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}
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/// Recursively get sensor type from the ConfigFile for each subsection in
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/// SensorName.
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static FString GetSensorType(
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const FIniFile &ConfigFile,
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const FString &SensorName)
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@ -68,8 +64,6 @@ static FString GetSensorType(
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return SensorType;
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}
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/// Recursively load sensor settings from the ConfigFile for each subsection in
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/// SensorName.
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static void LoadSensorFromConfig(
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const FIniFile &ConfigFile,
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USensorDescription &Sensor)
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@ -409,6 +403,7 @@ void UCarlaSettings::SetAllLightsLowQuality(UWorld* world) const
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void UCarlaSettings::SetAllRoadsLowQuality(UWorld* world) const
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{
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if(LowRoadMaterials.Num()==0) return; //no materials configured for low quality
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TArray<AActor*> actors;
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UGameplayStatics::GetAllActorsWithTag(world, CARLA_ROAD_TAG,actors);
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for(int32 i=0; i<actors.Num(); i++)
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