UDeltaCraftHubSpawnComponent
UDeltaCraftHubSpawnComponent 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
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
Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.