# corephysicsedge.Stats

`corephysicsedge.Stats` belongs to the CorePhysicsEdge runtime module.

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## Declaration

```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UCorePhysicsEdgeInterface : public UInterface
{
    GENERATED_BODY()
};

class ICorePhysicsEdgeInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    bool CanExecute() const;
};
```

## 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
// 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);
}
```

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