Release Notes
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Overview
The CorePhysicsEdge plugin provides the following key features:
- Runtime subsystem with automatic lifecycle management
- Event-driven architecture using delegates
- Comprehensive logging and diagnostics
- Blueprint-friendly API with full C++ access
- Built-in debug visualization tools
- Thread-safe operations for async workflows
Setup
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Setup
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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}
Verification
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1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class CORE_PHYSICS_EDGE_API UMyComponent : public UActorComponent
3{
4 GENERATED_BODY()
5
6public:
7 UMyComponent();
8
9 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10 float UpdateInterval = 0.1f;
11
12 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13 bool bAutoActivate = true;
14
15 UFUNCTION(BlueprintCallable, Category = "CorePhysicsEdge")
16 void SetConfiguration(const FMyConfig& Config);
17
18protected:
19 virtual void BeginPlay() override;
20 virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23 FMyConfig CurrentConfig;
24 float TimeSinceLastUpdate = 0.0f;
25};
Functions
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| 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 |
Deprecated API
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Troubleshooting
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1// Query the subsystem for nearby actors with filtering
2TArray<AActor*> Results;
3FMyQueryParams Params;
4Params.Origin = GetActorLocation();
5Params.Radius = 1000.0f;
6Params.MaxResults = 10;
7Params.bIncludeHidden = false;
8Params.FilterClass = AMyTargetActor::StaticClass();
9
10if (Subsystem->Query(Params, Results))
11{
12 for (AActor* Actor : Results)
13 {
14 UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15 *Actor->GetName(),
16 FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17 }
18}
Advanced Topics
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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}