FAQ
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Overview
The VoxelCamera plugin provides the following key features:
- Blueprint-friendly API with full C++ access
- Thread-safe operations for async workflows
- Network replication support for multiplayer projects
- Configurable via Data Assets or INI files
- Runtime subsystem with automatic lifecycle management
- Event-driven architecture using delegates
Advanced Topics
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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}
Custom Extensions
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Configuration
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- Create a new Data Asset of type
UMyConfigAsset - Set the
MaxPoolSizeto match your expected load - Configure
TickRatebased on your target frame budget - Enable
bEnableDebugDrawduring development, disable for shipping builds - Set
LogVerbositytoWarningor higher for production - Save the asset and reference it in your component's Details panel
Settings
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Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.
Overview
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1#include "VoxelCamera.h"
2#include "Engine/World.h"
3
4void AMyActor::BeginPlay()
5{
6 Super::BeginPlay();
7
8 UVoxelCameraSubsystem* Subsystem = GetWorld()->GetSubsystem<UVoxelCameraSubsystem>();
9 if (Subsystem)
10 {
11 Subsystem->Initialize();
12 UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13 }
14}