# Core Concepts

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## Overview

The AutoMesh Engine plugin provides the following key features:

- Event-driven architecture using delegates
- Built-in debug visualization tools
- Comprehensive logging and diagnostics
- Blueprint-friendly API with full C++ access
- Network replication support for multiplayer projects

## Known Limitations

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![Project Settings Page](https://media.gamedna.studio/media/c35d5b90-8090-4149-83ae-a844843731b7/original.jpg "Project Settings Page")

## Known Limitations

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> **Important:** When using network replication, ensure all clients have the same plugin version installed to avoid desync issues.

### Crash Reports

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```cpp
#include "AutoMesh Engine.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UAutoMesh EngineSubsystem* Subsystem = GetWorld()->GetSubsystem<UAutoMesh EngineSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## Quick Start

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| Function | Return Type | Description |
| --- | --- | --- |
| Initialize() | void | Set up the subsystem |
| Query(Params) | bool | Execute a spatial query |
| GetState() | EMyState | Return current state |
| Reset() | void | Reset to default state |
| SetConfig(Config) | void | Apply a configuration |