# Stream a Large Level

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## What You Will Build

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![Node Graph Example](https://media.gamedna.studio/media/9781b5e8-a69f-4aea-9ccc-1ed932d0fb94/original.jpg "Node Graph Example")

## Step 1: Bind the Events

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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 2: Test in Play In Editor

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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 3: Expose Values to Designers

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![Network Replication Diagram](https://media.gamedna.studio/media/d751af22-b6ef-403f-a173-1275d9325033/original.jpg "Network Replication Diagram")

## Step 4: Handle the Edge Cases

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![Editor Panel Overview](https://media.gamedna.studio/media/03e0d6ee-6d7b-4f4c-86e5-fdeaf60611c6/original.jpg "Editor Panel Overview")

## Step 5: Polish the Feedback

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![Component Details Settings](https://media.gamedna.studio/media/6dce9f6a-0e43-4928-8f6f-9bd9aa7f337b/original.jpg "Component Details Settings")

## Step 6: Profile the Result

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- **Initialize**: Call once during BeginPlay to set up internal state
- **Configure**: Pass a configuration struct or Data Asset reference
- **Activate**: Enable the component to begin processing
- **Query**: Perform spatial or logical queries against the managed data
- **Deactivate**: Temporarily stop processing without losing state
- **Teardown**: Clean up resources during EndPlay

## Next Steps

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