Updating C++ Code
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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
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
After
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
Steps
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- Elit adipiscing quis aliqua aute ipsum nisi aute adipiscing minim sed ut aliquip.
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Warning: Back up your project before you migrate it to 2.0.