EVoxelWaterPulseMode
EVoxelWaterPulseMode belongs to the VoxelWaterPulse runtime module.
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Declaration
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(LogVoxelWaterPulse, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15 Settings.MaxPoolSize, Settings.TickRate);
16}
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; DefaultEngine.ini
2[/Script/VoxelWaterPulse.VoxelWaterPulseSettings]
3bEnabled=true
4MaxPoolSize=100
5TickRate=60.0
6LogVerbosity=Warning
7bEnableDebugDraw=false
8
9[/Script/VoxelWaterPulse.VoxelWaterPulseNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0
Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.