Determinism

v1.0
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Overview

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 1// Unit test example
 2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
 3    FPrimeDialog ForgeBasicTest,
 4    "PrimeDialog Forge.Core.BasicFunctionality",
 5    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
 6)
 7
 8bool FPrimeDialog ForgeBasicTest::RunTest(const FString& Parameters)
 9{
10    UPrimeDialog ForgeSubsystem* Subsystem = NewObject<UPrimeDialog ForgeSubsystem>();
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}

Known Limitations

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 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}

Configuration

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 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}

Runtime Changes

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Performance

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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

Troubleshooting

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 1// Unit test example
 2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
 3    FPrimeDialog ForgeBasicTest,
 4    "PrimeDialog Forge.Core.BasicFunctionality",
 5    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
 6)
 7
 8bool FPrimeDialog ForgeBasicTest::RunTest(const FString& Parameters)
 9{
10    UPrimeDialog ForgeSubsystem* Subsystem = NewObject<UPrimeDialog ForgeSubsystem>();
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}

Log Analysis

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 1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 2class PRIME_DIALOG_FORGE_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 = "PrimeDialog Forge")
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};