UCorePhysicsEdgePlatformSettings
UCorePhysicsEdgePlatformSettings belongs to the CorePhysicsEdge runtime module.
Aliquip sit irure velit magna pariatur nisi ullamco. Enim labore reprehenderit labore ipsum laboris duis ipsum occaecat. Nostrud aute nostrud quis magna ex aliquip esse irure commodo nostrud. Irure veniam sint ipsum enim aliquip ipsum aliqua. Reprehenderit consectetur et veniam velit aliquip lorem irure nisi.
Declaration
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}
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# Plugin configuration (CorePhysicsEdge.yaml)
2plugin:
3 name: CorePhysicsEdge
4 version: 2.0
5 settings:
6 max_pool_size: 100
7 tick_rate: 60.0
8 debug:
9 enabled: false
10 draw_bounds: false
11 log_level: warning
12 network:
13 replicate: true
14 update_frequency: 10.0
Note: Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.