Updating Blueprints

v2.0
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What Changed

1.x 2.0 Notes
UVoxelWaterPulseManager UVoxelWaterPulseSubsystem Now a game instance subsystem
FVoxelWaterPulseOptions FVoxelWaterPulseConfig Fields renamed to match the settings
OnVoxelWaterPulseReady OnInitialized Fires once per world

Before

 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

After

 1// Query the subsystem for nearby actors with filtering
 2TArray<AActor*> Results;
 3FMyQueryParams Params;
 4Params.Origin = GetActorLocation();
 5Params.Radius = 1000.0f;
 6Params.MaxResults = 10;
 7Params.bIncludeHidden = false;
 8Params.FilterClass = AMyTargetActor::StaticClass();
 9
10if (Subsystem->Query(Params, Results))
11{
12    for (AActor* Actor : Results)
13    {
14        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15            *Actor->GetName(),
16            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17    }
18}

Steps

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  3. Tempor aute cillum ex dolore duis ullamco ad velit magna nostrud ea.

Warning: Back up your project before you migrate it to 2.0.