# UDeltaCraftHubConfigAsset

`UDeltaCraftHubConfigAsset` belongs to the DeltaCraft Hub runtime module.

Sit fugiat adipiscing incididunt sint et aliquip cillum fugiat sed nostrud sit in ea. Velit tempor ipsum incididunt fugiat labore dolor ea consectetur et ipsum nisi ea. Voluptate labore voluptate lorem voluptate consequat aliquip do quis lorem. Occaecat dolor magna eiusmod ullamco incididunt aliqua ex ea magna elit duis enim veniam eiusmod. Occaecat fugiat sed lorem quis minim sed et tempor incididunt.

## Declaration

```cpp
// Unit test example
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
    FDeltaCraft HubBasicTest,
    "DeltaCraft Hub.Core.BasicFunctionality",
    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)

bool FDeltaCraft HubBasicTest::RunTest(const FString& Parameters)
{
    UDeltaCraft HubSubsystem* Subsystem = NewObject<UDeltaCraft HubSubsystem>();
    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;
}
```

## 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

```
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
```

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