# Release Notes

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## Overview

The CorePhysicsEdge plugin provides the following key features:

- Runtime subsystem with automatic lifecycle management
- Network replication support for multiplayer projects
- Event-driven architecture using delegates
- Thread-safe operations for async workflows
- Comprehensive logging and diagnostics

## Options

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```yaml
# Plugin configuration (CorePhysicsEdge.yaml)
plugin:
  name: CorePhysicsEdge
  version: 2.0
  settings:
    max_pool_size: 100
    tick_rate: 60.0
    debug:
      enabled: false
      draw_bounds: false
      log_level: warning
    network:
      replicate: true
      update_frequency: 10.0
```

## Common Issues

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```cpp
// Unit test example
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
    FCorePhysicsEdgeBasicTest,
    "CorePhysicsEdge.Core.BasicFunctionality",
    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)

bool FCorePhysicsEdgeBasicTest::RunTest(const FString& Parameters)
{
    UCorePhysicsEdgeSubsystem* Subsystem = NewObject<UCorePhysicsEdgeSubsystem>();
    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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## FAQ

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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

## Known Limitations

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![Data Table Configuration](https://media.gamedna.studio/media/410e2e7b-3c94-4e00-87f9-91e49247ec04/original.jpg "Data Table Configuration")