UVoxelWaterPulseLocalPlayerSubsystem

v1.0
View as Markdown

UVoxelWaterPulseLocalPlayerSubsystem belongs to the VoxelWaterPulse runtime module.

Nulla sint nisi in sit occaecat sit tempor quis ea. In occaecat cillum in ipsum occaecat ullamco ipsum fugiat consectetur tempor enim incididunt lorem. Quis cillum nisi magna aliqua lorem et in cillum cillum dolor nostrud nostrud.

Declaration

 1// Declare delegates for event-driven communication
 2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
 3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
 4
 5UPROPERTY(BlueprintAssignable, Category = "Events")
 6FOnStateChanged OnStateChanged;
 7
 8UPROPERTY(BlueprintAssignable, Category = "Events")
 9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14    CurrentState = NewState;
15    OnStateChanged.Broadcast(NewState);
16    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}

Members

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