macOS
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Introduction
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Properties
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- Open the Unreal Editor and navigate to Edit > Plugins
- Search for the plugin name and enable it
- Restart the editor when prompted
- Open Project Settings and configure the plugin under the Plugins section
- Add the component to your Actor Blueprint
- Configure the desired properties in the Details panel
- Compile and test your Blueprint
Core Functions
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How to Use
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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};
Integration Tips
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1# Plugin configuration (DeltaCraft Hub.yaml)
2plugin:
3 name: DeltaCraft Hub
4 version: 2.0
5 settings:
6 max_pool_size: 100
7 tick_rate: 60.0
8 debug:
9 enabled: false
10 draw_bounds: false
11 log_level: warning
12 network:
13 replicate: true
14 update_frequency: 10.0
Functions
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Extension Points
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Setup
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Minim exercitation in et nostrud occaecat ipsum dolore aliqua do. Tempor excepteur cillum pariatur nisi do consequat labore amet esse quis incididunt aliqua sint. Exercitation in occaecat tempor aliqua cillum veniam do aliqua fugiat ea dolore ad. Dolor magna sed sint do exercitation ex tempor ad velit consectetur nostrud. Tempor consequat dolore reprehenderit sint elit consequat adipiscing reprehenderit tempor cillum exercitation lorem aliquip. Commodo consequat aute exercitation amet occaecat pariatur aute fugiat.
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}
Getting Started
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Verification
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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}