← Changelog
v0.2.0
Table of contents
Added
USCConsoleCommandRegistrySubsystem— lets Blueprints define console commands on two paths. Dynamic: a Blueprint child registers them from theOn Register Commandsevent, with no C++ per command. Static: a small C++ stub registers the name at module load and forwards to aBlueprintImplementableEvent, which puts the command in the editor’s autocomplete before PIE starts. Commands carryECVF_Cheatand every registration path is compiled out of Shipping. DocumentationFSCBlueprintConsoleCommand— the delegate a dynamic command binds its body to.SC.Debug.Ping— worked example of the static path.USCTickableObject::IsTickEnabled()— whether the object is currently asking to tick, independent of whether it has been initialized.USCConsoleCommandRegistrySubsystem::UnregisterCommandsFor()— removes every command registered on behalf of one owner, so an actor that registers inBeginPlaycan drop its commands inEndPlaywithout tracking names. Commands whose owner has been destroyed are swept out automatically on the next registration.
Changed
USCTickableObject—EnableTick()andDisableTick()called beforeInitialize()now record the intent, andInitialize()applies it; previouslyDisableTick()was silently overridden bybStartTickingOnInitializeandEnableTick()was rejected with a warning.Shutdown()restores the configured starting value, so anInitialize/Shutdown/Initializecycle behaves the same way every time. DocumentationUSCTickableObject— theFTickableGameObjectinterface,BeginDestroyandPostInitPropertiesmoved toprotected. Behaviour is unchanged; C++ code callingIsTickable()and friends on this class directly no longer compiles.USCTickableObject::TickIntervalis no longerBlueprintReadOnly— useGetTickInterval().- Doc comments on the public headers are shorter; the rationale they used to carry — engine references, rejected alternatives, the reasoning behind each contract — moved out of the headers.