FDeltaCraftHubOnStateChanged

v1.0
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FDeltaCraftHubOnStateChanged belongs to the DeltaCraft Hub runtime module.

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Declaration

 1#include "DeltaCraft Hub.h"
 2#include "Engine/World.h"
 3
 4void AMyActor::BeginPlay()
 5{
 6    Super::BeginPlay();
 7
 8    UDeltaCraft HubSubsystem* Subsystem = GetWorld()->GetSubsystem<UDeltaCraft HubSubsystem>();
 9    if (Subsystem)
10    {
11        Subsystem->Initialize();
12        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13    }
14}

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

 1UINTERFACE(MinimalAPI, Blueprintable)
 2class UDeltaCraft HubInterface : public UInterface
 3{
 4    GENERATED_BODY()
 5};
 6
 7class IDeltaCraft HubInterface
 8{
 9    GENERATED_BODY()
10
11public:
12    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "DeltaCraft Hub")
13    void OnPluginActivated(bool bSuccess);
14
15    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "DeltaCraft Hub")
16    FMyResult ProcessData(const FMyInput& Input);
17
18    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "DeltaCraft Hub")
19    bool CanExecute() const;
20};

Note: This feature is available starting from version 2.0. Older versions use a different API.