# Multiplayer

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## Overview

The DeltaCraft Hub plugin provides the following key features:

- Blueprint-friendly API with full C++ access
- Thread-safe operations for async workflows
- Runtime subsystem with automatic lifecycle management
- Event-driven architecture using delegates

## Summary

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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands

## API Reference

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> **Tip:** For best performance, pre-allocate your pool size during loading screens rather than during gameplay.

## Quick Start

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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"));
    }
}
```

### Verification

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## Quick Start

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![Collision Debug View](https://media.gamedna.studio/media/8c457fdb-5c2c-464e-ac28-570343dbc8b8/original.jpg "Collision Debug View")

### First Run

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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()));
    }
}
```