UAutoMeshEngineSubsystem
UAutoMeshEngineSubsystem belongs to the AutoMesh Engine runtime module.
Eiusmod nostrud sit incididunt magna aliqua excepteur sit et aute. Quis laboris amet occaecat aliqua magna laboris commodo nostrud reprehenderit veniam laboris aliqua magna. Pariatur et dolor amet enim occaecat ea pariatur consectetur fugiat. Dolore et consectetur commodo do ad et exercitation aliqua nulla. Et veniam nulla pariatur ullamco dolore ea aliquip dolor irure ex amet sed.
Declaration
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}
Members
| 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 |
Tip: Use the built-in profiling commands (stat MyPlugin) to monitor runtime performance in real time.