Feb 2, 2017
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1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class MYGAME_API UCustomComponent : public UActorComponent
3{
4 GENERATED_BODY()
5
6public:
7 UCustomComponent();
8
9 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10 float UpdateInterval = 0.1f;
11
12 UFUNCTION(BlueprintCallable, Category = "Actions")
13 void ExecuteAction(const FString& ActionName);
14
15protected:
16 virtual void BeginPlay() override;
17 virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
18};
Sed tempor elit ullamco esse nostrud ex nisi dolore sit dolor lorem. Incididunt labore sed excepteur irure nulla et labore consequat sint. Minim occaecat in tempor veniam occaecat amet labore adipiscing irure nisi veniam. Ex laboris sed labore magna adipiscing consequat irure.
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};