# Spawn Waves of Enemies

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## What You Will Build

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![Material Setup Screenshot](https://media.gamedna.studio/media/9eeddb10-1b4c-432c-bc85-91ebe091bc58/original.jpg "Material Setup Screenshot")

## Step 1: Bind the Events

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![Debug Visualization Viewport](https://media.gamedna.studio/media/f9f5a250-8b8c-4d66-bcb5-df900cef3267/original.jpg "Debug Visualization Viewport")

## Step 2: Test in Play In Editor

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Step 3: Expose Values to Designers

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![Content Browser Assets](https://media.gamedna.studio/media/55b0e1a6-6642-49ba-9065-8aad2ed9c03b/original.jpg "Content Browser Assets")

## 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

## Step 5: Polish the Feedback

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![Debug Visualization Viewport](https://media.gamedna.studio/media/01395875-515b-4aa2-937e-83b4c6adc491/original.jpg "Debug Visualization Viewport")

## Step 6: Profile the Result

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Next Steps

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