Integrations
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Overview
The PrimeDialog Forge plugin provides the following key features:
- Runtime subsystem with automatic lifecycle management
- Configurable via Data Assets or INI files
- Comprehensive logging and diagnostics
- Blueprint-friendly API with full C++ access
Installation
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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
Verification
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1// Declare delegates for event-driven communication
2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
4
5UPROPERTY(BlueprintAssignable, Category = "Events")
6FOnStateChanged OnStateChanged;
7
8UPROPERTY(BlueprintAssignable, Category = "Events")
9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14 CurrentState = NewState;
15 OnStateChanged.Broadcast(NewState);
16 OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}
Workflow
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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
Example Walkthrough
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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}
Introduction
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1UINTERFACE(MinimalAPI, Blueprintable)
2class UPrimeDialog ForgeInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IPrimeDialog ForgeInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
19 bool CanExecute() const;
20};
Settings
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| 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 |
FAQ
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Aliquip consequat ad irure cillum aliqua ea veniam adipiscing incididunt aute et in. Incididunt irure aliquip sit aute velit reprehenderit ullamco. Excepteur in ut dolore sit lorem velit aute.
- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands