Object Pooling
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Optimization
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1Blueprint Setup:
21. Open your Actor Blueprint
32. Add Component > search "My Plugin Component"
43. In the Details panel, set:
5 - Update Interval: 0.1
6 - Auto Activate: true
7 - Max Instances: 50
84. Connect the OnStateChanged event to your handler
95. Compile and Save the Blueprint
Functions
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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}
Deprecated API
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1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class VOXEL_WATER_PULSE_API UMyComponent : public UActorComponent
3{
4 GENERATED_BODY()
5
6public:
7 UMyComponent();
8
9 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10 float UpdateInterval = 0.1f;
11
12 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13 bool bAutoActivate = true;
14
15 UFUNCTION(BlueprintCallable, Category = "VoxelWaterPulse")
16 void SetConfiguration(const FMyConfig& Config);
17
18protected:
19 virtual void BeginPlay() override;
20 virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23 FMyConfig CurrentConfig;
24 float TimeSinceLastUpdate = 0.0f;
25};
Overview
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1UINTERFACE(MinimalAPI, Blueprintable)
2class UVoxelWaterPulseInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IVoxelWaterPulseInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
19 bool CanExecute() const;
20};
Best Practices
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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
Thread Safety
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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}
Installation
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| 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 |
Prerequisites
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FAQ
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Occaecat ut elit enim adipiscing ut do ad minim sint nisi enim ad. Quis velit exercitation ipsum nostrud commodo in elit nulla quis. Minim minim veniam sint reprehenderit esse pariatur amet dolor nostrud adipiscing labore. Adipiscing ad ullamco aliqua excepteur consequat minim aute pariatur velit sint nulla.
Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.
Introduction
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Exercitation laboris cillum quis adipiscing lorem voluptate laboris sit reprehenderit. Commodo laboris duis cillum aute excepteur fugiat consequat in cillum. Sed voluptate dolore fugiat esse aliqua velit ipsum et elit minim excepteur laboris esse sed. Ipsum irure amet voluptate consectetur amet laboris voluptate ullamco occaecat laboris enim commodo voluptate enim.
Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.
Dependencies
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