Blueprint Nodes

v2.0
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Overview

The AutoMesh Engine plugin provides the following key features:

  • Thread-safe operations for async workflows
  • Configurable via Data Assets or INI files
  • Event-driven architecture using delegates
  • Comprehensive logging and diagnostics

Properties

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  1. Open the Unreal Editor and navigate to Edit > Plugins
  2. Search for the plugin name and enable it
  3. Restart the editor when prompted
  4. Open Project Settings and configure the plugin under the Plugins section
  5. Add the component to your Actor Blueprint
  6. Configure the desired properties in the Details panel
  7. Compile and test your Blueprint

How to Use

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  1. Open the Unreal Editor and navigate to Edit > Plugins
  2. Search for the plugin name and enable it
  3. Restart the editor when prompted
  4. Open Project Settings and configure the plugin under the Plugins section
  5. Add the component to your Actor Blueprint
  6. Configure the desired properties in the Details panel
  7. Compile and test your Blueprint

Integration Tips

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 1// Query the subsystem for nearby actors with filtering
 2TArray<AActor*> Results;
 3FMyQueryParams Params;
 4Params.Origin = GetActorLocation();
 5Params.Radius = 1000.0f;
 6Params.MaxResults = 10;
 7Params.bIncludeHidden = false;
 8Params.FilterClass = AMyTargetActor::StaticClass();
 9
10if (Subsystem->Query(Params, Results))
11{
12    for (AActor* Actor : Results)
13    {
14        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15            *Actor->GetName(),
16            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17    }
18}

Common Issues

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  1. Create a new Data Asset of type UMyConfigAsset
  2. Set the MaxPoolSize to match your expected load
  3. Configure TickRate based on your target frame budget
  4. Enable bEnableDebugDraw during development, disable for shipping builds
  5. Set LogVerbosity to Warning or higher for production
  6. Save the asset and reference it in your component's Details panel