UCorePhysicsEdgeDebugLibrary

v2.0
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UCorePhysicsEdgeDebugLibrary belongs to the CorePhysicsEdge runtime module.

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Declaration

 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}

Members

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

Example

 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(LogCorePhysicsEdge, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15        Settings.MaxPoolSize, Settings.TickRate);
16}