UAutoMeshEngineDebugLibrary
UAutoMeshEngineDebugLibrary belongs to the AutoMesh Engine runtime module.
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Declaration
1UINTERFACE(MinimalAPI, Blueprintable)
2class UAutoMesh EngineInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IAutoMesh EngineInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
19 bool CanExecute() const;
20};
Members
| Function | Return Type | Description |
|---|---|---|
| Initialize() | void | Set up the subsystem |
| Query(Params) | bool | Execute a spatial query |
| GetState() | EMyState | Return current state |
| Reset() | void | Reset to default state |
| SetConfig(Config) | void | Apply a configuration |
Example
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}