# Make a Day and Night Cycle

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## What You Will Build

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## Step 1: Bind the Events

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![Widget Layout Designer](https://media.gamedna.studio/media/e7b3682f-de13-46ff-a69d-7765ca47dba5/original.jpg "Widget Layout Designer")

## Step 2: Test in Play In Editor

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```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UAutoMesh EngineInterface : public UInterface
{
    GENERATED_BODY()
};

class IAutoMesh EngineInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
    bool CanExecute() const;
};
```

## Step 3: Expose Values to Designers

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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

## Step 4: Handle the Edge Cases

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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

## Next Steps

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- Excepteur ea tempor esse aliqua occaecat aliqua sit voluptate nulla sed aute.