# Build an Inventory Grid

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## What You Will Build

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## Step 1: Bind the Events

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

[/Script/CorePhysicsEdge.CorePhysicsEdgeNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## Step 2: Test in Play In Editor

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Step 3: Expose Values to Designers

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/bbe8ba92-7ede-4d74-8df2-e327daaa67b6/original.jpg "Plugin Toolbar Buttons")

## Step 4: Handle the Edge Cases

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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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