EAutoMeshEngineQuality

v1.0
View as Markdown

EAutoMeshEngineQuality belongs to the AutoMesh Engine runtime module.

Exercitation enim labore do in pariatur elit lorem ea nostrud. Aliqua consequat ut incididunt minim minim adipiscing incididunt velit reprehenderit ut quis in quis. Esse lorem sed sed enim elit nulla fugiat sint veniam ullamco incididunt voluptate exercitation. Sint adipiscing aute consequat commodo velit aute veniam adipiscing magna. Laboris sit velit voluptate ipsum reprehenderit nostrud aliqua pariatur. Magna veniam tempor excepteur incididunt ut quis occaecat et adipiscing ut dolor aliquip reprehenderit tempor.

Declaration

 1Blueprint Setup:
 21. Open your Actor Blueprint
 32. Add Component > search "My Plugin Component"
 43. In the Details panel, set:
 5   - Update Interval: 0.1
 6   - Auto Activate: true
 7   - Max Instances: 50
 84. Connect the OnStateChanged event to your handler
 95. Compile and Save the Blueprint

Members

Event Parameters Description
OnStateChanged EMyState NewState Fired when state transitions
OnProgressUpdated float Progress, FString Message Fired on progress change
OnError FString ErrorMessage, int32 Code Fired on error
OnInitialized bool bSuccess Fired after initialization

Example

 1// Declare delegates for event-driven communication
 2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
 3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
 4
 5UPROPERTY(BlueprintAssignable, Category = "Events")
 6FOnStateChanged OnStateChanged;
 7
 8UPROPERTY(BlueprintAssignable, Category = "Events")
 9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14    CurrentState = NewState;
15    OnStateChanged.Broadcast(NewState);
16    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}