Object Pooling
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Installation
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1UINTERFACE(MinimalAPI, Blueprintable)
2class UVoxelCameraInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IVoxelCameraInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelCamera")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelCamera")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelCamera")
19 bool CanExecute() const;
20};
Options
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Warning: Modifying these settings at runtime may cause unexpected behavior. Always set configuration before calling Initialize().
How to Use
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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}
Integration Tips
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Basic Usage
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1; DefaultEngine.ini
2[/Script/VoxelCamera.VoxelCameraSettings]
3bEnabled=true
4MaxPoolSize=100
5TickRate=60.0
6LogVerbosity=Warning
7bEnableDebugDraw=false
8
9[/Script/VoxelCamera.VoxelCameraNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0