# Troubleshooting

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## Overview

The AutoMesh Engine plugin provides the following key features:

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

## Troubleshooting

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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands

### Debug Commands

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class AUTO_MESH_ENGINE_API UMyComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UMyComponent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    float UpdateInterval = 0.1f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    bool bAutoActivate = true;

    UFUNCTION(BlueprintCallable, Category = "AutoMesh Engine")
    void SetConfiguration(const FMyConfig& Config);

protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:
    FMyConfig CurrentConfig;
    float TimeSinceLastUpdate = 0.0f;
};
```

## Troubleshooting

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class AUTO_MESH_ENGINE_API UMyComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UMyComponent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    float UpdateInterval = 0.1f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    bool bAutoActivate = true;

    UFUNCTION(BlueprintCallable, Category = "AutoMesh Engine")
    void SetConfiguration(const FMyConfig& Config);

protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:
    FMyConfig CurrentConfig;
    float TimeSinceLastUpdate = 0.0f;
};
```

## Workflow

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/c6ef8e2e-841c-4e64-8485-7cd2a9bd9d9f/original.jpg "Plugin Toolbar Buttons")

### Integration Tips

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## Common Issues

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| Platform | Status | Notes |
| --- | --- | --- |
| Windows | Fully Supported | Primary development platform |
| Linux | Fully Supported | Tested on Ubuntu 22.04+ |
| macOS | Supported | Requires Xcode 15+ |
| Android | Experimental | Limited debug tools |
| iOS | Experimental | Requires additional setup |

## Optimization

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Minim ex aliqua reprehenderit labore amet do duis nulla consectetur ipsum. Incididunt sed sed tempor aliquip laboris do voluptate irure commodo ex ullamco excepteur ut. Pariatur do dolore dolore aliquip ea elit aute occaecat minim eiusmod irure do esse. Adipiscing magna nisi amet excepteur ad in ipsum. Nulla nisi sit adipiscing in labore laboris in consectetur veniam. Minim et velit adipiscing ipsum laboris ea ipsum magna sint fugiat eiusmod excepteur pariatur amet.

> **Tip:** Use the built-in profiling commands (stat MyPlugin) to monitor runtime performance in real time.