Updating Blueprints
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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
- Labore fugiat aliqua nisi sit aliquip nisi sint fugiat.
- Sint ipsum veniam adipiscing irure nisi consectetur adipiscing ullamco ullamco sint duis.
- Tempor aute cillum ex dolore duis ullamco ad velit magna nostrud ea.
Warning: Back up your project before you migrate it to 2.0.