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If an object is sitting in your Scene ahead of time, you won’t be able to do any Property/Synchronization work with it until you are connected to a Space. A call to AwaitAnySpaceConnection
gives you the Space Connection needed to begin the actual work.
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void APropertySyncActorClass::BeginPlay() { Super::BeginPlay(); // Member is delegate FCavrnusSpaceConnected SpaceConnected; SpaceConnected.BindUFunction(this, GET_FUNCTION_NAME_CHECKED(APropertySyncActorClass, OnSpaceConnected)); CavrnusFunctionLibrary.UCavrnusFunctionLibrary::AwaitAnySpaceConnection(spaceConn => OnConnectedToSpace(spaceConn)OnSpaceConnected); } private void OnConnectedToSpace(CavrnusSpaceConnection spaceConnAPropertySyncActorClass::OnSpaceConnected(FCavrnusSpaceConnection SpaceConnection) { UE_LOG(LogTemp, this.spaceConn = spaceConnLog, TEXT("Connected to Space ID %d."), SpaceConnection.SpaceConnectionId); } |
Initialize Default Value
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Without this step, the Bind() call will provide a “null” value (such as an empty-string or a [0,0,0,0] vector), until a proper value is posted to the server.
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private void OnConnectedToSpace(CavrnusSpaceConnection spaceConn) { ... spaceConn.DefineColorPropertyDefaultValue(APropertySyncActorClass::OnSpaceConnected(FCavrnusSpaceConnection SpaceConnection) { FLinearColor CurrentValue = FLinearColor::White; MaterialInstance->GetVectorParameterValue("Color", CurrentValue); // ContainerName is usually assigned a unique value at runtime within the Cavrnus journal by using a CavrnusPropertiesContainer component // PropertyName should be something unique within this object. Could just be "Color", or something more specific if there are multiple synched color properties on this actor. (e.g. "ShirtBaseColor" and "ShirtAccentColor") UCavrnusFunctionLibrary::DefineColorPropertyDefaultValue(SpaceConnection, ContainerName, PropertyName, GetComponent<MeshRenderer>().material.colorCurrentValue); } |
Bind Current Journal Value & Update Application on Changes
Once we have set up our default value, we can now Bind() its changes. Whenever someone Posts a change to the server and we receive it, the Bind() call will trigger, allowing us to update the local Application to reflect the server’s value.
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void OnConnectedToSpace(CavrnusSpaceConnection spaceConnAPropertySyncActorClass::OnSpaceConnected(FCavrnusSpaceConnection SpaceConnection) { ... // Member is delegate FColorPropertyUpdated SpaceConnected; spaceConn OnMaterialColorPropertyUpdated.BindColorPropertyValueBindUFunction(ContainerNamethis, PropertyName, c => SetMyMaterialColor(c)GET_FUNCTION_NAME_CHECKED(APropertySyncActorClass, SetMyMaterialColor)); MaterialColorBinding = UCavrnusFunctionLibrary::BindColorPropertyValue(SpaceConnection, ContainerName, PropertyName, MaterialColorPropertyUpdated); } public void APropertySyncActorClass::SetMyMaterialColor(LinearColor Color color) { GetComponent<MeshRenderer>().material.color = colorMaterialInstance->SetVectorParameterValue("Color", Color); } |
If you were building an application that was “readonly” (say, a Digital Twin viewer where the data was being provided to the Journal elsewhere) then this is all you would need.
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