Tutorials

v1.0
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Overview

The CorePhysicsEdge plugin provides the following key features:

  • Comprehensive logging and diagnostics
  • Network replication support for multiplayer projects
  • Event-driven architecture using delegates
  • Blueprint-friendly API with full C++ access
  • Configurable via Data Assets or INI files
  • Thread-safe operations for async workflows

API Reference

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Sequencer Track Setup
Sequencer Track Setup

Helper Utilities

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 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

Advanced Topics

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Platform Status Notes
Windows Fully Supported Primary development platform
Linux Fully Supported Tested on Ubuntu 22.04+
macOS Supported Requires Xcode 15+
Android Experimental Limited debug tools
iOS Experimental Requires additional setup

Custom Extensions

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 1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 2class CORE_PHYSICS_EDGE_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 = "CorePhysicsEdge")
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};

Advanced Topics

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  • Ensure you are running Unreal Engine 5.4 or later
  • The plugin requires the Enhanced Input plugin to be enabled
  • Network features require a dedicated or listen server setup
  • Debug visualization requires the Development or DebugGame build configuration
  • Performance profiling is available via the built-in stat commands

API Reference

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Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.

Basic Usage

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Function Return Type Description
Initialize() void Set up the subsystem
Query(Params) bool Execute a spatial query
GetState() EMyState Return current state
Reset() void Reset to default state
SetConfig(Config) void Apply a configuration