# UCorePhysicsEdgeInputComponent

`UCorePhysicsEdgeInputComponent` belongs to the CorePhysicsEdge runtime module.

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## Declaration

```
Blueprint Setup:
1. Open your Actor Blueprint
2. Add Component > search "My Plugin Component"
3. In the Details panel, set:
   - Update Interval: 0.1
   - Auto Activate: true
   - Max Instances: 50
4. Connect the OnStateChanged event to your handler
5. Compile and Save the Blueprint
```

## Members

| Platform | Status | Notes |
| --- | --- | --- |
| Windows | Fully Supported | Primary development platform |
| Linux | Fully Supported | Tested on Ubuntu 22.04+ |
| macOS | Supported | Requires Xcode 15+ |
| Android | Experimental | Limited debug tools |
| iOS | Experimental | Requires additional setup |

## Example

```cpp
#include "CorePhysicsEdge.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UCorePhysicsEdgeSubsystem* Subsystem = GetWorld()->GetSubsystem<UCorePhysicsEdgeSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

> **Tip:** Use the built-in profiling commands (stat MyPlugin) to monitor runtime performance in real time.