EAutoMeshEngineMode

v2.0
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EAutoMeshEngineMode belongs to the AutoMesh Engine runtime module.

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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

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};