UPrimeDialogForgeLocalPlayerSubsystem

v1.0
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UPrimeDialogForgeLocalPlayerSubsystem belongs to the PrimeDialog Forge runtime module.

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Declaration

 1// Load configuration from data asset
 2UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
 3    nullptr,
 4    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
 5);
 6
 7if (Config)
 8{
 9    Settings.MaxPoolSize = Config->MaxPoolSize;
10    Settings.TickRate = Config->TickRate;
11    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
12    Settings.LogVerbosity = Config->LogVerbosity;
13
14    UE_LOG(LogPrimeDialog Forge, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15        Settings.MaxPoolSize, Settings.TickRate);
16}

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

Note: This feature is available starting from version 2.0. Older versions use a different API.