General Questions

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 1// Declare delegates for event-driven communication
 2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
 3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
 4
 5UPROPERTY(BlueprintAssignable, Category = "Events")
 6FOnStateChanged OnStateChanged;
 7
 8UPROPERTY(BlueprintAssignable, Category = "Events")
 9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14    CurrentState = NewState;
15    OnStateChanged.Broadcast(NewState);
16    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}

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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}

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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};

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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};

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