Renamed Classes
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What Changed
| 1.x | 2.0 | Notes |
|---|---|---|
| UPrimeDialogForgeManager | UPrimeDialogForgeSubsystem | Now a game instance subsystem |
| FPrimeDialogForgeOptions | FPrimeDialogForgeConfig | Fields renamed to match the settings |
| OnPrimeDialogForgeReady | OnInitialized | Fires once per world |
Before
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}
After
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
Steps
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- Cillum labore tempor dolore duis amet laboris eiusmod laboris fugiat excepteur.
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- Esse nisi velit ullamco eiusmod aliqua ut exercitation eiusmod.
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Warning: Back up your project before you migrate it to 2.0.