Spatial Queries

v1.0
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Quick Start

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  1. Create a new Data Asset of type UMyConfigAsset
  2. Set the MaxPoolSize to match your expected load
  3. Configure TickRate based on your target frame budget
  4. Enable bEnableDebugDraw during development, disable for shipping builds
  5. Set LogVerbosity to Warning or higher for production
  6. Save the asset and reference it in your component's Details panel

Options

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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

Overview

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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(LogDeltaCraft Hub, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15        Settings.MaxPoolSize, Settings.TickRate);
16}

Methods

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 1# Plugin configuration (DeltaCraft Hub.yaml)
 2plugin:
 3  name: DeltaCraft Hub
 4  version: 2.0
 5  settings:
 6    max_pool_size: 100
 7    tick_rate: 60.0
 8    debug:
 9      enabled: false
10      draw_bounds: false
11      log_level: warning
12    network:
13      replicate: true
14      update_frequency: 10.0

Overview

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

Overview

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 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

Dependencies

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 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};