# Introduction

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## Overview

The AutoMesh Engine plugin provides the following key features:

- Built-in debug visualization tools
- Comprehensive logging and diagnostics
- Configurable via Data Assets or INI files
- Runtime subsystem with automatic lifecycle management
- Event-driven architecture using delegates

## Getting Started

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```cpp
// Declare delegates for event-driven communication
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnStateChanged OnStateChanged;

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnProgressUpdated OnProgressUpdated;

// Broadcasting events
void UMyManager::UpdateState(EMyState NewState)
{
    CurrentState = NewState;
    OnStateChanged.Broadcast(NewState);
    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
}
```

### First Run

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```cpp
#include "AutoMesh Engine.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UAutoMesh EngineSubsystem* Subsystem = GetWorld()->GetSubsystem<UAutoMesh EngineSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## Quick Start

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1. Create a new Data Asset of type `UMyConfigAsset`
2. Set the `MaxPoolSize` to match your expected load
3. Configure `TickRate` based on your target frame budget
4. Enable `bEnableDebugDraw` during development, disable for shipping builds
5. Set `LogVerbosity` to `Warning` or higher for production
6. Save the asset and reference it in your component's Details panel

## Installation

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```cpp
// Unit test example
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
    FAutoMesh EngineBasicTest,
    "AutoMesh Engine.Core.BasicFunctionality",
    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)

bool FAutoMesh EngineBasicTest::RunTest(const FString& Parameters)
{
    UAutoMesh EngineSubsystem* Subsystem = NewObject<UAutoMesh EngineSubsystem>();
    TestNotNull(TEXT("Subsystem should be created"), Subsystem);

    Subsystem->Initialize();
    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());

    FMyQueryParams Params;
    Params.Radius = 500.0f;
    TestTrue(TEXT("Query params should be valid"), Params.IsValid());

    return true;
}
```

## Methods

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```cpp
// Declare delegates for event-driven communication
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnStateChanged OnStateChanged;

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnProgressUpdated OnProgressUpdated;

// Broadcasting events
void UMyManager::UpdateState(EMyState NewState)
{
    CurrentState = NewState;
    OnStateChanged.Broadcast(NewState);
    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
}
```

![Debug Visualization Viewport](https://media.gamedna.studio/media/4d201fc5-22a6-415f-9aae-78481562cbd7/original.jpg "Debug Visualization Viewport")

![Content Browser Assets](https://media.gamedna.studio/media/b8354f3a-979e-4eed-af93-3607fa7c5372/original.jpg "Content Browser Assets")

![Material Setup Screenshot](https://media.gamedna.studio/media/b0ae25a3-2e6f-4663-9122-fea41d66c57b/original.jpg "Material Setup Screenshot")

![Editor Panel Overview](https://media.gamedna.studio/media/beece217-8e12-4dad-bb8d-249a780a53f0/original.jpg "Editor Panel Overview")

![Collision Debug View](https://media.gamedna.studio/media/b349968e-bbb2-492c-a089-ebd28b08fea1/original.jpg "Collision Debug View")

![Network Replication Diagram](https://media.gamedna.studio/media/3a116ad6-8743-43a8-bd00-1435a63f929c/original.jpg "Network Replication Diagram")

![Component Details Settings](https://media.gamedna.studio/media/c702da34-57fd-4691-a752-ae3cad0b9d30/original.jpg "Component Details Settings")