Determinism

v1.0
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How to Use

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Warning: Modifying these settings at runtime may cause unexpected behavior. Always set configuration before calling Initialize().

Integration Tips

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Methods

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Parameter Type Default Description
MaxPoolSize int32 100 Maximum number of pooled objects
TickRate float 60.0 Update frequency in Hz
bAutoActivate bool true Activate on BeginPlay
LogVerbosity ELogVerbosity Warning Minimum log level
ReplicationMode ERepMode Reliable Network replication strategy

Deprecated API

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 1#include "AutoMesh Engine.h"
 2#include "Engine/World.h"
 3
 4void AMyActor::BeginPlay()
 5{
 6    Super::BeginPlay();
 7
 8    UAutoMesh EngineSubsystem* Subsystem = GetWorld()->GetSubsystem<UAutoMesh EngineSubsystem>();
 9    if (Subsystem)
10    {
11        Subsystem->Initialize();
12        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13    }
14}

Setup

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 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}

Troubleshooting

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Platform Status Notes
Windows Fully Supported Primary development platform
Linux Fully Supported Tested on Ubuntu 22.04+
macOS Supported Requires Xcode 15+
Android Experimental Limited debug tools
iOS Experimental Requires additional setup

Properties

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  • Initialize: Call once during BeginPlay to set up internal state
  • Configure: Pass a configuration struct or Data Asset reference
  • Activate: Enable the component to begin processing
  • Query: Perform spatial or logical queries against the managed data
  • Deactivate: Temporarily stop processing without losing state
  • Teardown: Clean up resources during EndPlay

Extension Points

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Optimization

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Sequencer Track Setup
Sequencer Track Setup