Performance

v2.0
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Overview

The AutoMesh Engine plugin provides the following key features:

  • Runtime subsystem with automatic lifecycle management
  • Comprehensive logging and diagnostics
  • Event-driven architecture using delegates
  • Blueprint-friendly API with full C++ access
  • Configurable via Data Assets or INI files
  • Built-in debug visualization tools

Troubleshooting

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 1; DefaultEngine.ini
 2[/Script/AutoMesh Engine.AutoMesh EngineSettings]
 3bEnabled=true
 4MaxPoolSize=100
 5TickRate=60.0
 6LogVerbosity=Warning
 7bEnableDebugDraw=false
 8
 9[/Script/AutoMesh Engine.AutoMesh EngineNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0

Options

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 1// Load configuration from data asset
 2UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
 3    nullptr,
 4    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
 5);
 6
 7if (Config)
 8{
 9    Settings.MaxPoolSize = Config->MaxPoolSize;
10    Settings.TickRate = Config->TickRate;
11    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
12    Settings.LogVerbosity = Config->LogVerbosity;
13
14    UE_LOG(LogAutoMesh Engine, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15        Settings.MaxPoolSize, Settings.TickRate);
16}

Performance

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Note: Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.

Thread Safety

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 1// Unit test example
 2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
 3    FAutoMesh EngineBasicTest,
 4    "AutoMesh Engine.Core.BasicFunctionality",
 5    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
 6)
 7
 8bool FAutoMesh EngineBasicTest::RunTest(const FString& Parameters)
 9{
10    UAutoMesh EngineSubsystem* Subsystem = NewObject<UAutoMesh EngineSubsystem>();
11    TestNotNull(TEXT("Subsystem should be created"), Subsystem);
12
13    Subsystem->Initialize();
14    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());
15
16    FMyQueryParams Params;
17    Params.Radius = 500.0f;
18    TestTrue(TEXT("Query params should be valid"), Params.IsValid());
19
20    return true;
21}

Settings

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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}

Configuration

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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