UVoxelCameraLatentActions
UVoxelCameraLatentActions belongs to the VoxelCamera runtime module.
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Declaration
1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class VOXEL_CAMERA_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 = "VoxelCamera")
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};
Members
| Function | Return Type | Description |
|---|---|---|
| Initialize() | void | Set up the subsystem |
| Query(Params) | bool | Execute a spatial query |
| GetState() | EMyState | Return current state |
| Reset() | void | Reset to default state |
| SetConfig(Config) | void | Apply a configuration |
Example
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}