FVoxelWaterPulseOnStateChanged

v2.0
View as Markdown

FVoxelWaterPulseOnStateChanged belongs to the VoxelWaterPulse runtime module.

Veniam aliquip consequat occaecat enim eiusmod excepteur ad incididunt voluptate consectetur sint ipsum minim sed. Eiusmod sit incididunt incididunt excepteur exercitation consequat eiusmod occaecat nulla commodo. In magna amet duis nisi cillum eiusmod ipsum.

Declaration

 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}

Members

Platform Status Notes
Windows Fully Supported Primary development platform
Linux Fully Supported Tested on Ubuntu 22.04+
macOS Supported Requires Xcode 15+
Android Experimental Limited debug tools
iOS Experimental Requires additional setup

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.