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v1.0
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What You Will Build

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Step 1: Test in Play In Editor

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 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

Step 2: Expose Values to Designers

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  1. Open the Unreal Editor and navigate to Edit > Plugins
  2. Search for the plugin name and enable it
  3. Restart the editor when prompted
  4. Open Project Settings and configure the plugin under the Plugins section
  5. Add the component to your Actor Blueprint
  6. Configure the desired properties in the Details panel
  7. Compile and test your Blueprint

Step 3: Handle the Edge Cases

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 1// Unit test example
 2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
 3    FVoxelWaterPulseBasicTest,
 4    "VoxelWaterPulse.Core.BasicFunctionality",
 5    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
 6)
 7
 8bool FVoxelWaterPulseBasicTest::RunTest(const FString& Parameters)
 9{
10    UVoxelWaterPulseSubsystem* Subsystem = NewObject<UVoxelWaterPulseSubsystem>();
11    TestNotNull(TEXT("Subsystem should be created"), Subsystem);
12
13    Subsystem->Initialize();
14    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());
15
16    FMyQueryParams Params;
17    Params.Radius = 500.0f;
18    TestTrue(TEXT("Query params should be valid"), Params.IsValid());
19
20    return true;
21}

Next Steps

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