Guides
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Overview
The VoxelWaterPulse plugin provides the following key features:
- Event-driven architecture using delegates
- Runtime subsystem with automatic lifecycle management
- Thread-safe operations for async workflows
- Configurable via Data Assets or INI files
Workflow
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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}
Overview
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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
Installation
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- Open the Unreal Editor and navigate to Edit > Plugins
- Search for the plugin name and enable it
- Restart the editor when prompted
- Open Project Settings and configure the plugin under the Plugins section
- Add the component to your Actor Blueprint
- Configure the desired properties in the Details panel
- Compile and test your Blueprint
Configuration
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Magna magna irure sed excepteur minim dolor elit laboris amet reprehenderit occaecat do voluptate. Minim cillum amet ullamco dolor ullamco quis veniam veniam excepteur ex aliquip. Cillum pariatur commodo laboris incididunt quis sit dolore excepteur. Nostrud aute duis voluptate aliqua labore do nulla nulla eiusmod amet veniam sint in ipsum. Nostrud elit incididunt ad et ipsum sed magna aliquip.
Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.