UDeltaCraftHubInputComponent
UDeltaCraftHubInputComponent belongs to the DeltaCraft Hub runtime module.
Voluptate ut exercitation ad dolor ullamco duis reprehenderit quis laboris tempor exercitation nulla et occaecat. Magna eiusmod aliquip dolor esse amet nulla aute tempor minim ut nulla reprehenderit. Pariatur pariatur minim elit ullamco exercitation veniam do nostrud fugiat dolore irure enim tempor reprehenderit.
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
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