UCorePhysicsEdgeInputComponent
UCorePhysicsEdgeInputComponent belongs to the CorePhysicsEdge runtime module.
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Declaration
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
Members
| 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 |
Example
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}
Tip: Use the built-in profiling commands (stat MyPlugin) to monitor runtime performance in real time.