# Data Flow

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## FAQ

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```cpp
// Unit test example
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
    FAutoMesh EngineBasicTest,
    "AutoMesh Engine.Core.BasicFunctionality",
    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)

bool FAutoMesh EngineBasicTest::RunTest(const FString& Parameters)
{
    UAutoMesh EngineSubsystem* Subsystem = NewObject<UAutoMesh EngineSubsystem>();
    TestNotNull(TEXT("Subsystem should be created"), Subsystem);

    Subsystem->Initialize();
    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());

    FMyQueryParams Params;
    Params.Radius = 500.0f;
    TestTrue(TEXT("Query params should be valid"), Params.IsValid());

    return true;
}
```

### Crash Reports

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```
Blueprint Setup:
1. Open your Actor Blueprint
2. Add Component > search "My Plugin Component"
3. In the Details panel, set:
   - Update Interval: 0.1
   - Auto Activate: true
   - Max Instances: 50
4. Connect the OnStateChanged event to your handler
5. Compile and Save the Blueprint
```

## Optimization

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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

## Setup

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![Blueprint Event Graph](https://media.gamedna.studio/media/50b52e6d-666f-4465-a454-2b0f41e0b682/original.jpg "Blueprint Event Graph")

## Options

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> **Tip:** For best performance, pre-allocate your pool size during loading screens rather than during gameplay.