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Complete Guide for Unreal Engine Developers #352
Plugin Update

Sep 2, 2015

Complete Guide for Unreal Engine Developers #352

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What's New

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![Deployment Pipeline Status](Deployment Pipeline Status)

New Features

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  • Sit do commodo ex do do ipsum exercitation.

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Improvements

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Bug Fixes

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Migration Guide

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 1UCLASS()
 2class MYGAME_API UMyGameSubsystem : public UGameInstanceSubsystem
 3{
 4    GENERATED_BODY()
 5
 6public:
 7    virtual void Initialize(FSubsystemCollectionBase& Collection) override;
 8    virtual void Deinitialize() override;
 9
10    UFUNCTION(BlueprintCallable, Category = "MyPlugin")
11    void RegisterHandler(const FName& EventName, UObject* Handler);
12
13    UFUNCTION(BlueprintPure, Category = "MyPlugin")
14    bool IsFeatureEnabled(const FName& FeatureName) const;
15
16private:
17    TMap<FName, TWeakObjectPtr<UObject>> EventHandlers;
18    TSet<FName> EnabledFeatures;
19};

Breaking Changes

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Upgrade Instructions

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 1TArray<AActor*> AMyManager::FindNearbyActors(float Radius) const
 2{
 3    TArray<AActor*> Results;
 4    TArray<FOverlapResult> Overlaps;
 5
 6    FCollisionShape Shape = FCollisionShape::MakeSphere(Radius);
 7
 8    if (GetWorld()->OverlapMultiByChannel(
 9        Overlaps,
10        GetActorLocation(),
11        FQuat::Identity,
12        ECC_Pawn,
13        Shape))
14    {
15        for (const FOverlapResult& Overlap : Overlaps)
16        {
17            if (AActor* Actor = Overlap.GetActor())
18            {
19                Results.Add(Actor);
20            }
21        }
22    }
23
24    return Results;
25}