Meta Quest

v2.0
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Common Patterns

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Sequencer Track Setup
Sequencer Track Setup

Configuration

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 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};

Summary

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 1# Plugin configuration (VoxelCamera.yaml)
 2plugin:
 3  name: VoxelCamera
 4  version: 2.0
 5  settings:
 6    max_pool_size: 100
 7    tick_rate: 60.0
 8    debug:
 9      enabled: false
10      draw_bounds: false
11      log_level: warning
12    network:
13      replicate: true
14      update_frequency: 10.0

Dependencies

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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}

Summary

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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

Architecture

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 1// Unit test example
 2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
 3    FVoxelCameraBasicTest,
 4    "VoxelCamera.Core.BasicFunctionality",
 5    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
 6)
 7
 8bool FVoxelCameraBasicTest::RunTest(const FString& Parameters)
 9{
10    UVoxelCameraSubsystem* Subsystem = NewObject<UVoxelCameraSubsystem>();
11    TestNotNull(TEXT("Subsystem should be created"), Subsystem);
12
13    Subsystem->Initialize();
14    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());
15
16    FMyQueryParams Params;
17    Params.Radius = 500.0f;
18    TestTrue(TEXT("Query params should be valid"), Params.IsValid());
19
20    return true;
21}

FAQ

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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

Configuration

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Note: Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.

Data Assets

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FAQ

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Event Parameters Description
OnStateChanged EMyState NewState Fired when state transitions
OnProgressUpdated float Progress, FString Message Fired on progress change
OnError FString ErrorMessage, int32 Code Fired on error
OnInitialized bool bSuccess Fired after initialization