UVoxelWaterPulseBlueprintLibrary
UVoxelWaterPulseBlueprintLibrary belongs to the VoxelWaterPulse runtime module.
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Declaration
1# Plugin configuration (VoxelWaterPulse.yaml)
2plugin:
3 name: VoxelWaterPulse
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
Members
| 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 |
Example
1#include "VoxelWaterPulse.h"
2#include "Engine/World.h"
3
4void AMyActor::BeginPlay()
5{
6 Super::BeginPlay();
7
8 UVoxelWaterPulseSubsystem* Subsystem = GetWorld()->GetSubsystem<UVoxelWaterPulseSubsystem>();
9 if (Subsystem)
10 {
11 Subsystem->Initialize();
12 UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13 }
14}
Note: Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.