UCorePhysicsEdgeSettings
UCorePhysicsEdgeSettings 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
| 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// Unit test example
2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
3 FCorePhysicsEdgeBasicTest,
4 "CorePhysicsEdge.Core.BasicFunctionality",
5 EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
6)
7
8bool FCorePhysicsEdgeBasicTest::RunTest(const FString& Parameters)
9{
10 UCorePhysicsEdgeSubsystem* Subsystem = NewObject<UCorePhysicsEdgeSubsystem>();
11 TestNotNull(TEXT("Subsystem should be created"), Subsystem);
12
13 Subsystem->Initialize();
14 TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());
15
16 FMyQueryParams Params;
17 Params.Radius = 500.0f;
18 TestTrue(TEXT("Query params should be valid"), Params.IsValid());
19
20 return true;
21}