EDeltaCraftHubMode

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

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Declaration

 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}

Members

Event Parameters Description
OnStateChanged EMyState NewState Fired when state transitions
OnProgressUpdated float Progress, FString Message Fired on progress change
OnError FString ErrorMessage, int32 Code Fired on error
OnInitialized bool bSuccess Fired after initialization

Example

 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}