UDeltaCraftHubEditorSubsystem

v2.0
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UDeltaCraftHubEditorSubsystem belongs to the DeltaCraft Hub runtime module.

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Declaration

 1; DefaultEngine.ini
 2[/Script/DeltaCraft Hub.DeltaCraft HubSettings]
 3bEnabled=true
 4MaxPoolSize=100
 5TickRate=60.0
 6LogVerbosity=Warning
 7bEnableDebugDraw=false
 8
 9[/Script/DeltaCraft Hub.DeltaCraft HubNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0

Members

Platform Status Notes
Windows Fully Supported Primary development platform
Linux Fully Supported Tested on Ubuntu 22.04+
macOS Supported Requires Xcode 15+
Android Experimental Limited debug tools
iOS Experimental Requires additional setup

Example

 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}

Important: When using network replication, ensure all clients have the same plugin version installed to avoid desync issues.