UCorePhysicsEdgeLocalPlayerSubsystem

v2.0
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UCorePhysicsEdgeLocalPlayerSubsystem belongs to the CorePhysicsEdge runtime module.

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Declaration

 1// Declare delegates for event-driven communication
 2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
 3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
 4
 5UPROPERTY(BlueprintAssignable, Category = "Events")
 6FOnStateChanged OnStateChanged;
 7
 8UPROPERTY(BlueprintAssignable, Category = "Events")
 9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14    CurrentState = NewState;
15    OnStateChanged.Broadcast(NewState);
16    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}

Members

Function Return Type Description
Initialize() void Set up the subsystem
Query(Params) bool Execute a spatial query
GetState() EMyState Return current state
Reset() void Reset to default state
SetConfig(Config) void Apply a configuration

Example

 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

Note: Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.