Architecture
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Introduction
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1# Plugin configuration (CorePhysicsEdge.yaml)
2plugin:
3 name: CorePhysicsEdge
4 version: 2.0
5 settings:
6 max_pool_size: 100
7 tick_rate: 60.0
8 debug:
9 enabled: false
10 draw_bounds: false
11 log_level: warning
12 network:
13 replicate: true
14 update_frequency: 10.0
Architecture
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1# Plugin configuration (CorePhysicsEdge.yaml)
2plugin:
3 name: CorePhysicsEdge
4 version: 2.0
5 settings:
6 max_pool_size: 100
7 tick_rate: 60.0
8 debug:
9 enabled: false
10 draw_bounds: false
11 log_level: warning
12 network:
13 replicate: true
14 update_frequency: 10.0
Overview
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1UINTERFACE(MinimalAPI, Blueprintable)
2class UCorePhysicsEdgeInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class ICorePhysicsEdgeInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
19 bool CanExecute() const;
20};
Overview
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1; DefaultEngine.ini
2[/Script/CorePhysicsEdge.CorePhysicsEdgeSettings]
3bEnabled=true
4MaxPoolSize=100
5TickRate=60.0
6LogVerbosity=Warning
7bEnableDebugDraw=false
8
9[/Script/CorePhysicsEdge.CorePhysicsEdgeNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0
Common Patterns
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1#include "CorePhysicsEdge.h"
2#include "Engine/World.h"
3
4void AMyActor::BeginPlay()
5{
6 Super::BeginPlay();
7
8 UCorePhysicsEdgeSubsystem* Subsystem = GetWorld()->GetSubsystem<UCorePhysicsEdgeSubsystem>();
9 if (Subsystem)
10 {
11 Subsystem->Initialize();
12 UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13 }
14}
Integration Tips
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1# Plugin configuration (CorePhysicsEdge.yaml)
2plugin:
3 name: CorePhysicsEdge
4 version: 2.0
5 settings:
6 max_pool_size: 100
7 tick_rate: 60.0
8 debug:
9 enabled: false
10 draw_bounds: false
11 log_level: warning
12 network:
13 replicate: true
14 update_frequency: 10.0
Introduction
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| Event | Parameters | Description |
|---|---|---|
| OnStateChanged | EMyState NewState | Fired when state transitions |
| OnProgressUpdated | float Progress, FString Message | Fired on progress change |
| OnError | FString ErrorMessage, int32 Code | Fired on error |
| OnInitialized | bool bSuccess | Fired after initialization |
Architecture
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1// Unit test example
2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
3 FCorePhysicsEdgeBasicTest,
4 "CorePhysicsEdge.Core.BasicFunctionality",
5 EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
6)
7
8bool FCorePhysicsEdgeBasicTest::RunTest(const FString& Parameters)
9{
10 UCorePhysicsEdgeSubsystem* Subsystem = NewObject<UCorePhysicsEdgeSubsystem>();
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}
Performance
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1UINTERFACE(MinimalAPI, Blueprintable)
2class UCorePhysicsEdgeInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class ICorePhysicsEdgeInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
19 bool CanExecute() const;
20};
Thread Safety
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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}
Getting Started
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1; DefaultEngine.ini
2[/Script/CorePhysicsEdge.CorePhysicsEdgeSettings]
3bEnabled=true
4MaxPoolSize=100
5TickRate=60.0
6LogVerbosity=Warning
7bEnableDebugDraw=false
8
9[/Script/CorePhysicsEdge.CorePhysicsEdgeNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0
Verification
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