FDeltaCraftHubQueryResult

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

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Declaration

 1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 2class DELTA_CRAFT_HUB_API UMyComponent : public UActorComponent
 3{
 4    GENERATED_BODY()
 5
 6public:
 7    UMyComponent();
 8
 9    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10    float UpdateInterval = 0.1f;
11
12    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13    bool bAutoActivate = true;
14
15    UFUNCTION(BlueprintCallable, Category = "DeltaCraft Hub")
16    void SetConfiguration(const FMyConfig& Config);
17
18protected:
19    virtual void BeginPlay() override;
20    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23    FMyConfig CurrentConfig;
24    float TimeSinceLastUpdate = 0.0f;
25};

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; 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

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