Console Commands
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Overview
The DeltaCraft Hub plugin provides the following key features:
- Configurable via Data Assets or INI files
- Blueprint-friendly API with full C++ access
- Comprehensive logging and diagnostics
- Runtime subsystem with automatic lifecycle management
- Network replication support for multiplayer projects
Introduction
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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
Requirements
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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};
Troubleshooting
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Debug Commands
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1// Declare delegates for event-driven communication
2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
4
5UPROPERTY(BlueprintAssignable, Category = "Events")
6FOnStateChanged OnStateChanged;
7
8UPROPERTY(BlueprintAssignable, Category = "Events")
9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14 CurrentState = NewState;
15 OnStateChanged.Broadcast(NewState);
16 OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}
Known Limitations
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Setup
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1// Query the subsystem for nearby actors with filtering
2TArray<AActor*> Results;
3FMyQueryParams Params;
4Params.Origin = GetActorLocation();
5Params.Radius = 1000.0f;
6Params.MaxResults = 10;
7Params.bIncludeHidden = false;
8Params.FilterClass = AMyTargetActor::StaticClass();
9
10if (Subsystem->Query(Params, Results))
11{
12 for (AActor* Actor : Results)
13 {
14 UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15 *Actor->GetName(),
16 FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17 }
18}