# Build an Inventory Grid

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## What You Will Build

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![Collision Debug View](https://media.gamedna.studio/media/aeca544f-dee4-4ca7-9b6b-1f059a82618a/original.jpg "Collision Debug View")

## Step 1: Configure the Settings

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![Editor Panel Overview](https://media.gamedna.studio/media/ea812ccb-cf48-408d-8e15-02232e3cdebf/original.jpg "Editor Panel Overview")

## Step 2: Bind the Events

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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());
}
```

## Step 3: Test in Play In Editor

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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

## Step 4: Expose Values to Designers

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```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;
}
```

## Step 5: Handle the Edge Cases

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```cpp
#include "DeltaCraft Hub.h"
#include "Engine/World.h"

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

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

## Step 6: Polish the Feedback

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Next Steps

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