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v2.0
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Overview

The VoxelWaterPulse plugin provides the following key features:

  • Built-in debug visualization tools
  • Comprehensive logging and diagnostics
  • Configurable via Data Assets or INI files
  • Blueprint-friendly API with full C++ access
  • Network replication support for multiplayer projects

Overview

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  • Initialize: Call once during BeginPlay to set up internal state
  • Configure: Pass a configuration struct or Data Asset reference
  • Activate: Enable the component to begin processing
  • Query: Perform spatial or logical queries against the managed data
  • Deactivate: Temporarily stop processing without losing state
  • Teardown: Clean up resources during EndPlay

Optimization

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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};

Profiling

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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

Introduction

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 1; DefaultEngine.ini
 2[/Script/VoxelWaterPulse.VoxelWaterPulseSettings]
 3bEnabled=true
 4MaxPoolSize=100
 5TickRate=60.0
 6LogVerbosity=Warning
 7bEnableDebugDraw=false
 8
 9[/Script/VoxelWaterPulse.VoxelWaterPulseNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0

Parameters

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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};