UVoxelWaterPulseBlueprintLibrary

v1.0
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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.