# EAutoMeshEngineMode

`EAutoMeshEngineMode` belongs to the AutoMesh Engine runtime module.

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## Declaration

```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());
}
```

## Members

| Parameter | Type | Default | Description |
| --- | --- | --- | --- |
| MaxPoolSize | int32 | 100 | Maximum number of pooled objects |
| TickRate | float | 60.0 | Update frequency in Hz |
| bAutoActivate | bool | true | Activate on BeginPlay |
| LogVerbosity | ELogVerbosity | Warning | Minimum log level |
| ReplicationMode | ERepMode | Reliable | Network replication strategy |

## Example

```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;
};
```