Introduction
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Overview
The VoxelWaterPulse plugin provides the following key features:
- Comprehensive logging and diagnostics
- Thread-safe operations for async workflows
- Configurable via Data Assets or INI files
- Network replication support for multiplayer projects
- Blueprint-friendly API with full C++ access
How to Use
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1UINTERFACE(MinimalAPI, Blueprintable)
2class UVoxelWaterPulseInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IVoxelWaterPulseInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
19 bool CanExecute() const;
20};
Code Examples
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Summary
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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 |
Requirements
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Parameters
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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands
Advanced Topics
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Thread Safety
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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}



