# Platforms

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## Overview

The DeltaCraft Hub plugin provides the following key features:

- Comprehensive logging and diagnostics
- Event-driven architecture using delegates
- Configurable via Data Assets or INI files
- Thread-safe operations for async workflows
- Blueprint-friendly API with full C++ access
- Runtime subsystem with automatic lifecycle management

## Performance

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| Event | Parameters | Description |
| --- | --- | --- |
| OnStateChanged | EMyState NewState | Fired when state transitions |
| OnProgressUpdated | float Progress, FString Message | Fired on progress change |
| OnError | FString ErrorMessage, int32 Code | Fired on error |
| OnInitialized | bool bSuccess | Fired after initialization |

### Profiling

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```ini
; DefaultEngine.ini
[/Script/DeltaCraft Hub.DeltaCraft HubSettings]
bEnabled=true
MaxPoolSize=100
TickRate=60.0
LogVerbosity=Warning
bEnableDebugDraw=false

[/Script/DeltaCraft Hub.DeltaCraft HubNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## Methods

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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

## Configuration

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![Debug Visualization Viewport](https://media.gamedna.studio/media/4177ae72-ce28-4565-9be7-69f6aff7f09a/original.jpg "Debug Visualization Viewport")