# Blueprints

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## Overview

The CorePhysicsEdge plugin provides the following key features:

- Blueprint-friendly API with full C++ access
- Thread-safe operations for async workflows
- Built-in debug visualization tools
- Runtime subsystem with automatic lifecycle management
- Comprehensive logging and diagnostics
- Configurable via Data Assets or INI files

## Getting Started

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| Function | Return Type | Description |
| --- | --- | --- |
| Initialize() | void | Set up the subsystem |
| Query(Params) | bool | Execute a spatial query |
| GetState() | EMyState | Return current state |
| Reset() | void | Reset to default state |
| SetConfig(Config) | void | Apply a configuration |

### Prerequisites

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## Methods

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> **Note:** Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.

## Workflow

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```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"));
    }
}
```

## Workflow

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![Project Settings Page](https://media.gamedna.studio/media/f4ceef6b-00d2-494c-8551-21f389b708ed/original.jpg "Project Settings Page")