AGeoReferencingSystem

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Inheritance Hierarchy

References

Module

GeoReferencing

Header

/Engine/Plugins/Runtime/GeoReferencing/Source/GeoReferencing/Public/GeoReferencingSystem.h

Include

#include "GeoReferencingSystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Transform, Replication, Actor, LOD, Cooking))
class AGeoReferencingSystem : public AInfo

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bOriginAtPlanetCenter

If true, the UE origin is located at the Planet Center, otherwise, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the properties below.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bOriginLocationInProjectedCRS

If true, the UE origin georeference is expressed in the PROJECTED CRS.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

FString

 

GeographicCRS

String that describes the GEOGRAPHIC CRS of choice.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OriginAltitude

Altitude of UE Origin on planet

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OriginLatitude

Latitude of UE Origin on planet

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OriginLongitude

Longitude of UE Origin on planet

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OriginProjectedCoordinatesEasting

Easting position of UE Origin on planet, express in the Projected CRS Frame

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OriginProjectedCoordinatesNorthing

Northing position of UE Origin on planet, express in the Projected CRS Frame

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OriginProjectedCoordinatesUp

Up position of UE Origin on planet, express in the Projected CRS Frame

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EPlanetShape

 

PlanetShape

This mode has to be set consistently with the way you authored your ground geometry.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

FString

 

ProjectedCRS

String that describes the PROJECTED CRS of choice.

Functions

Name Description

Public function

void

 

ApplySettings()

Public function UFunction BlueprintCallable, Category

void

 

ECEFToEngine

(
    const FCartesianCoordinates& ECEFC...,
    FVector& EngineCoordinates
)

Convert a Vector expressed in ECEF CRS to ENGINE space

Public function UFunction BlueprintCallable, Category

void

 

ECEFToGeographic

(
    const FCartesianCoordinates& ECEFC...,
    FGeographicCoordinates& Geographic...
)

Convert a Coordinate expressed in ECEF CRS to GEOGRAPHIC CRS

Public function UFunction BlueprintCallable, Category

void

 

ECEFToProjected

(
    const FCartesianCoordinates& ECEFC...,
    FCartesianCoordinates& ProjectedCo...
)

Convert a Coordinate expressed in ECEF CRS to PROJECTED CRS

Public function UFunction BlueprintCallable, Category

void

 

EngineToECEF

(
    const FVector& EngineCoordinates,
    FCartesianCoordinates& ECEFCoordin...
)

Convert a Vector expressed in ENGINE space to the ECEF CRS

Public function UFunction BlueprintCallable, Category

void

 

EngineToProjected

(
    const FVector& EngineCoordinates,
    FCartesianCoordinates& ProjectedCo...
)

Convert a Vector expressed in ENGINE space to the PROJECTED CRS

Public function UFunction BlueprintCallable, Category

void

 

GeographicToECEF

(
    const FGeographicCoordinates& Geog...,
    FCartesianCoordinates& ECEFCoordin...
)

Convert a Coordinate expressed in GEOGRAPHIC CRS to ECEF CRS

Public function UFunction BlueprintCallable, Category

void

 

GeographicToProjected

(
    const FGeographicCoordinates& Geog...,
    FCartesianCoordinates& ProjectedCo...
)

Convert a Coordinate expressed in GEOGRAPHIC CRS to PROJECTED CRS

Public function UFunction BlueprintCallable, Category

void

 

GetECEFENUVectorsAtECEFLocation

(
    const FCartesianCoordinates& ECEFC...,
    FVector& ECEFEast,
    FVector& ECEFNorth,
    FVector& ECEFUp
)

Get the East North Up vectors at a specific location - Not in engine frame, but in pure ECEF Frame !

Public function UFunction BlueprintCallable, Category

void

 

GetENUVectorsAtECEFLocation

(
    const FCartesianCoordinates& ECEFC...,
    FVector& East,
    FVector& North,
    FVector& Up
)

Get the East North Up vectors at a specific location

Public function UFunction BlueprintCallable, Category

void

 

GetENUVectorsAtEngineLocation

(
    const FVector& EngineCoordinates,
    FVector& East,
    FVector& North,
    FVector& Up
)

Get the East North Up vectors at a specific location

Public function UFunction BlueprintCallable, Category

void

 

GetENUVectorsAtGeographicLocation

(
    const FGeographicCoordinates& Geog...,
    FVector& East,
    FVector& North,
    FVector& Up
)

Get the East North Up vectors at a specific location

Public function UFunction BlueprintCallable, Category

void

 

GetENUVectorsAtProjectedLocation

(
    const FCartesianCoordinates& Proje...,
    FVector& East,
    FVector& North,
    FVector& Up
)

Get the East North Up vectors at a specific location

Public function Static UFunction BlueprintPure, Category, Meta

AGeoReferenc...

 

GetGeoReferencingSystem

(
    UObject* WorldContextObject
)

Public function UFunction BlueprintCallable, Category

FTransform

 

GetPlanetCenterTransform()

Set this transform to an Ellipsoid to have it positioned tangent to the origin.

Public function UFunction BlueprintCallable, Category

FTransform

 

GetTangentTransformAtECEFLocation

(
    const FCartesianCoordinates& ECEFC...
)

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Public function UFunction BlueprintCallable, Category

FTransform

 

GetTangentTransformAtEngineLocation

(
    const FVector& EngineCoordinates
)

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Public function UFunction BlueprintCallable, Category

FTransform

 

GetTangentTransformAtGeographicLocation

(
    const FGeographicCoordinates& Geog...
)

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Public function UFunction BlueprintCallable, Category

FTransform

 

GetTangentTransformAtProjectedLocation

(
    const FCartesianCoordinates& Proje...
)

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Public function UFunction BlueprintCallable, Category

bool

 

IsCRSStringValid

(
    FString CRSString,
    FString& Error
)

Check if the string corresponds to a valid CRS descriptor

Public function UFunction BlueprintCallable, Category

void

 

ProjectedToECEF

(
    const FCartesianCoordinates& Proje...,
    FCartesianCoordinates& ECEFCoordin...
)

Projected <> ECEF.

Public function UFunction BlueprintCallable, Category

void

 

ProjectedToEngine

(
    const FCartesianCoordinates& Proje...,
    FVector& EngineCoordinates
)

Convert a Vector expressed in PROJECTED CRS to ENGINE space

Public function UFunction BlueprintCallable, Category

void

 

ProjectedToGeographic

(
    const FCartesianCoordinates& Proje...,
    FGeographicCoordinates& Geographic...
)

Convert a Coordinate expressed in PROJECTED CRS to GEOGRAPHIC CRS

Overridden from AActor

Name Description

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Classes

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