# Build an Inventory Grid

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## What You Will Build

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![Content Browser Assets](https://media.gamedna.studio/media/d30d534e-17aa-44be-a7a5-cd90e4e677aa/original.jpg "Content Browser Assets")

## Step 1: Test in Play In Editor

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![Component Details Settings](https://media.gamedna.studio/media/a9e00972-c20d-4e5c-a3a6-a8cf2a172320/original.jpg "Component Details Settings")

## Step 2: Expose Values to Designers

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![Network Replication Diagram](https://media.gamedna.studio/media/730a7a88-30de-4ba0-9a75-bd2c5e4a5f2e/original.jpg "Network Replication Diagram")

## Step 3: Handle the Edge Cases

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```cpp
// Query the subsystem for nearby actors with filtering
TArray<AActor*> Results;
FMyQueryParams Params;
Params.Origin = GetActorLocation();
Params.Radius = 1000.0f;
Params.MaxResults = 10;
Params.bIncludeHidden = false;
Params.FilterClass = AMyTargetActor::StaticClass();

if (Subsystem->Query(Params, Results))
{
    for (AActor* Actor : Results)
    {
        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
            *Actor->GetName(),
            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
    }
}
```

## Step 4: Polish the Feedback

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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"));
    }
}
```

## Step 5: 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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