Breaking Changes
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What Changed
| 1.x | 2.0 | Notes |
|---|---|---|
| UAutoMeshEngineManager | UAutoMeshEngineSubsystem | Now a game instance subsystem |
| FAutoMeshEngineOptions | FAutoMeshEngineConfig | Fields renamed to match the settings |
| OnAutoMeshEngineReady | OnInitialized | Fires once per world |
Before
1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class AUTO_MESH_ENGINE_API UMyComponent : public UActorComponent
3{
4 GENERATED_BODY()
5
6public:
7 UMyComponent();
8
9 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10 float UpdateInterval = 0.1f;
11
12 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13 bool bAutoActivate = true;
14
15 UFUNCTION(BlueprintCallable, Category = "AutoMesh Engine")
16 void SetConfiguration(const FMyConfig& Config);
17
18protected:
19 virtual void BeginPlay() override;
20 virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23 FMyConfig CurrentConfig;
24 float TimeSinceLastUpdate = 0.0f;
25};
After
1Blueprint Setup:
21. Open your Actor Blueprint
32. Add Component > search "My Plugin Component"
43. In the Details panel, set:
5 - Update Interval: 0.1
6 - Auto Activate: true
7 - Max Instances: 50
84. Connect the OnStateChanged event to your handler
95. Compile and Save the Blueprint
Steps
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Warning: Back up your project before you migrate it to 2.0.