deltacrafthub.Debug
deltacrafthub.Debug belongs to the DeltaCraft Hub runtime module.
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Declaration
1// Unit test example
2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
3 FDeltaCraft HubBasicTest,
4 "DeltaCraft Hub.Core.BasicFunctionality",
5 EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
6)
7
8bool FDeltaCraft HubBasicTest::RunTest(const FString& Parameters)
9{
10 UDeltaCraft HubSubsystem* Subsystem = NewObject<UDeltaCraft HubSubsystem>();
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}
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
1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class DELTA_CRAFT_HUB_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 = "DeltaCraft Hub")
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};
Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.