Add Controller Support
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What You Will Build
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Step 1: Add the Component
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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};
Step 2: Configure the Settings
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- Open the Unreal Editor and navigate to Edit > Plugins
- Search for the plugin name and enable it
- Restart the editor when prompted
- Open Project Settings and configure the plugin under the Plugins section
- Add the component to your Actor Blueprint
- Configure the desired properties in the Details panel
- Compile and test your Blueprint
Step 3: Bind the Events
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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}
Step 4: Test in Play In Editor
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Step 5: Expose Values to Designers
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Next Steps
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