UAutoMeshEngineNetworkComponent
UAutoMeshEngineNetworkComponent belongs to the AutoMesh Engine runtime module.
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Declaration
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}
Members
| 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 |
Example
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};