# Console Commands

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## Overview

The DeltaCraft Hub plugin provides the following key features:

- Configurable via Data Assets or INI files
- Blueprint-friendly API with full C++ access
- Comprehensive logging and diagnostics
- Runtime subsystem with automatic lifecycle management
- Network replication support for multiplayer projects

## Introduction

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```
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
```

### Requirements

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

class IDeltaCraft HubInterface
{
    GENERATED_BODY()

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

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

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

## Troubleshooting

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![Widget Layout Designer](https://media.gamedna.studio/media/3a116ad6-8743-43a8-bd00-1435a63f929c/original.jpg "Widget Layout Designer")

### Debug Commands

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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());
}
```

## Known Limitations

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![Collision Debug View](https://media.gamedna.studio/media/c4e44adb-91b8-4dfa-83b4-76e14458bdd3/original.jpg "Collision Debug View")

## Setup

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```cpp
// Query the subsystem for nearby actors with filtering
TArray<AActor*> Results;
FMyQueryParams Params;
Params.Origin = GetActorLocation();
Params.Radius = 1000.0f;
Params.MaxResults = 10;
Params.bIncludeHidden = false;
Params.FilterClass = AMyTargetActor::StaticClass();

if (Subsystem->Query(Params, Results))
{
    for (AActor* Actor : Results)
    {
        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
            *Actor->GetName(),
            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
    }
}
```