Platforms

v2.0
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Overview

The VoxelCamera plugin provides the following key features:

  • Blueprint-friendly API with full C++ access
  • Comprehensive logging and diagnostics
  • Thread-safe operations for async workflows
  • Configurable via Data Assets or INI files
  • Event-driven architecture using delegates
  • Runtime subsystem with automatic lifecycle management

Summary

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Debug Visualization Viewport
Debug Visualization Viewport

Settings

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 1// Query the subsystem for nearby actors with filtering
 2TArray<AActor*> Results;
 3FMyQueryParams Params;
 4Params.Origin = GetActorLocation();
 5Params.Radius = 1000.0f;
 6Params.MaxResults = 10;
 7Params.bIncludeHidden = false;
 8Params.FilterClass = AMyTargetActor::StaticClass();
 9
10if (Subsystem->Query(Params, Results))
11{
12    for (AActor* Actor : Results)
13    {
14        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15            *Actor->GetName(),
16            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17    }
18}

Performance

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 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(LogVoxelCamera, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15        Settings.MaxPoolSize, Settings.TickRate);
16}

Memory Management

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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