# Introduction

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## Overview

The CorePhysicsEdge plugin provides the following key features:

- Event-driven architecture using delegates
- Network replication support for multiplayer projects
- Comprehensive logging and diagnostics
- Configurable via Data Assets or INI files
- Blueprint-friendly API with full C++ access
- Built-in debug visualization tools

## Overview

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```cpp
// Unit test example
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
    FCorePhysicsEdgeBasicTest,
    "CorePhysicsEdge.Core.BasicFunctionality",
    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)

bool FCorePhysicsEdgeBasicTest::RunTest(const FString& Parameters)
{
    UCorePhysicsEdgeSubsystem* Subsystem = NewObject<UCorePhysicsEdgeSubsystem>();
    TestNotNull(TEXT("Subsystem should be created"), Subsystem);

    Subsystem->Initialize();
    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());

    FMyQueryParams Params;
    Params.Radius = 500.0f;
    TestTrue(TEXT("Query params should be valid"), Params.IsValid());

    return true;
}
```

## Installation

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![Node Graph Example](https://media.gamedna.studio/media/c8d991b8-c75b-4dd0-aefe-788053247ddc/original.jpg "Node Graph Example")

### Step-by-Step Guide

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## Methods

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```cpp
// Declare delegates for event-driven communication
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnStateChanged OnStateChanged;

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnProgressUpdated OnProgressUpdated;

// Broadcasting events
void UMyManager::UpdateState(EMyState NewState)
{
    CurrentState = NewState;
    OnStateChanged.Broadcast(NewState);
    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
}
```

### Core Functions

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```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;
};
```

## Options

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1. Create a new Data Asset of type `UMyConfigAsset`
2. Set the `MaxPoolSize` to match your expected load
3. Configure `TickRate` based on your target frame budget
4. Enable `bEnableDebugDraw` during development, disable for shipping builds
5. Set `LogVerbosity` to `Warning` or higher for production
6. Save the asset and reference it in your component's Details panel

![Content Browser Assets](https://media.gamedna.studio/media/9eeddb10-1b4c-432c-bc85-91ebe091bc58/original.jpg "Content Browser Assets")

![Blueprint Event Graph](https://media.gamedna.studio/media/6b4154e8-a9f2-4b59-b33e-90b5667e7ea5/original.jpg "Blueprint Event Graph")

![Debug Visualization Viewport](https://media.gamedna.studio/media/89522abb-9e7b-48a0-94ce-0b030c1ab40a/original.jpg "Debug Visualization Viewport")

![Network Replication Diagram](https://media.gamedna.studio/media/787131a5-6c1c-43cd-bce0-18553e7463e8/original.jpg "Network Replication Diagram")

![Project Settings Page](https://media.gamedna.studio/media/bb2a6d96-239c-4cf7-9c75-83e2cd3eb308/original.jpg "Project Settings Page")