# Add a Photo Mode

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## What You Will Build

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/f9f5a250-8b8c-4d66-bcb5-df900cef3267/original.jpg "Plugin Toolbar Buttons")

## Step 1: Test in Play In Editor

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

## Step 2: Expose Values to Designers

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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

## Step 3: Handle the Edge Cases

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![Blueprint Event Graph](https://media.gamedna.studio/media/bd282e78-c9bf-4a64-8b05-0f5f28f178c8/original.jpg "Blueprint Event Graph")

## Step 4: Polish the Feedback

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![Blueprint Event Graph](https://media.gamedna.studio/media/55b0e1a6-6642-49ba-9065-8aad2ed9c03b/original.jpg "Blueprint Event Graph")

## Step 5: Profile the Result

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![Debug Visualization Viewport](https://media.gamedna.studio/media/1dd9c5d3-da47-43ea-b3ee-c5a9fb539c92/original.jpg "Debug Visualization Viewport")

## Next Steps

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- Labore exercitation esse do dolor consequat sed.
- Nostrud voluptate excepteur irure velit nostrud aliquip voluptate voluptate ad.