UCorePhysicsEdgeNetworkComponent
UCorePhysicsEdgeNetworkComponent belongs to the CorePhysicsEdge runtime module.
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Declaration
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
Members
| Parameter | Type | Default | Description |
|---|---|---|---|
| MaxPoolSize | int32 | 100 | Maximum number of pooled objects |
| TickRate | float | 60.0 | Update frequency in Hz |
| bAutoActivate | bool | true | Activate on BeginPlay |
| LogVerbosity | ELogVerbosity | Warning | Minimum log level |
| ReplicationMode | ERepMode | Reliable | Network replication strategy |
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}