Add movable static meshes to the actor registry
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## Latest Changes
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## Latest Changes
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* Fixed `manual_control.py` and `no_rendering_mode.py` to prevent crashes when used in "no rendering mode"
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* Fixed `manual_control.py` and `no_rendering_mode.py` to prevent crashes when used in "no rendering mode"
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* Added movable props present in the map (e.g. chairs and tables) as actors so they can be controlled from Python
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* Refactored `no_rendering_mode.py` to improve performance and interface
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* Refactored `no_rendering_mode.py` to improve performance and interface
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## CARLA 0.9.3
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## CARLA 0.9.3
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#include "Carla/Vehicle/VehicleSpawnPoint.h"
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#include "Carla/Vehicle/VehicleSpawnPoint.h"
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#include "EngineUtils.h"
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#include "EngineUtils.h"
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#include "Engine/StaticMeshActor.h"
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#include "GameFramework/SpectatorPawn.h"
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#include "GameFramework/SpectatorPawn.h"
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static FString UCarlaEpisode_GetTrafficSignId(ETrafficSignState State)
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static FString UCarlaEpisode_GetTrafficSignId(ETrafficSignState State)
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@ -108,4 +109,19 @@ void UCarlaEpisode::InitializeAtBeginPlay()
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Description.Class = Actor->GetClass();
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Description.Class = Actor->GetClass();
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ActorDispatcher->RegisterActor(*Actor, Description);
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ActorDispatcher->RegisterActor(*Actor, Description);
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}
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}
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for (TActorIterator<AStaticMeshActor> It(World); It; ++It)
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{
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auto Actor = *It;
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check(Actor != nullptr);
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auto MeshComponent = Actor->GetStaticMeshComponent();
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check(MeshComponent != nullptr);
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if (MeshComponent->Mobility == EComponentMobility::Movable)
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{
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FActorDescription Description;
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Description.Id = TEXT("static.prop");
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Description.Class = Actor->GetClass();
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ActorDispatcher->RegisterActor(*Actor, Description);
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}
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}
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}
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}
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