corephysicsedge.Stats

v2.0
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corephysicsedge.Stats belongs to the CorePhysicsEdge runtime module.

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Declaration

 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};

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// 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}

Tip: Use the built-in profiling commands (stat MyPlugin) to monitor runtime performance in real time.