# Programming in C++

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## Overview

The AutoMesh Engine plugin provides the following key features:

- Thread-safe operations for async workflows
- Built-in debug visualization tools
- Blueprint-friendly API with full C++ access
- Configurable via Data Assets or INI files
- Runtime subsystem with automatic lifecycle management
- Network replication support for multiplayer projects

## Overview

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```ini
; DefaultEngine.ini
[/Script/AutoMesh Engine.AutoMesh EngineSettings]
bEnabled=true
MaxPoolSize=100
TickRate=60.0
LogVerbosity=Warning
bEnableDebugDraw=false

[/Script/AutoMesh Engine.AutoMesh EngineNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## How to Use

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![Content Browser Assets](https://media.gamedna.studio/media/293c1b7e-e764-42f0-a38e-567235befd77/original.jpg "Content Browser Assets")

## Known Limitations

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> **Note:** This feature is available starting from version 2.0. Older versions use a different API.

### Error Codes

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```cpp
// Load configuration from data asset
UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
    nullptr,
    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
);

if (Config)
{
    Settings.MaxPoolSize = Config->MaxPoolSize;
    Settings.TickRate = Config->TickRate;
    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
    Settings.LogVerbosity = Config->LogVerbosity;

    UE_LOG(LogAutoMesh Engine, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
        Settings.MaxPoolSize, Settings.TickRate);
}
```

## Known Limitations

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```ini
; DefaultEngine.ini
[/Script/AutoMesh Engine.AutoMesh EngineSettings]
bEnabled=true
MaxPoolSize=100
TickRate=60.0
LogVerbosity=Warning
bEnableDebugDraw=false

[/Script/AutoMesh Engine.AutoMesh EngineNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## How to Use

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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"));
    }
}
```