Migrating to 2.0

v2.0
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Overview

The DeltaCraft Hub plugin provides the following key features:

  • Comprehensive logging and diagnostics
  • Network replication support for multiplayer projects
  • Thread-safe operations for async workflows
  • Runtime subsystem with automatic lifecycle management

Quick Start

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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}

Verification

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Getting Started

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 1#include "DeltaCraft Hub.h"
 2#include "Engine/World.h"
 3
 4void AMyActor::BeginPlay()
 5{
 6    Super::BeginPlay();
 7
 8    UDeltaCraft HubSubsystem* Subsystem = GetWorld()->GetSubsystem<UDeltaCraft HubSubsystem>();
 9    if (Subsystem)
10    {
11        Subsystem->Initialize();
12        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13    }
14}

Known Limitations

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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

Error Codes

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 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};

Options

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Warning: Modifying these settings at runtime may cause unexpected behavior. Always set configuration before calling Initialize().

Default Values

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Known Limitations

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 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}

Error Codes

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