# Linux

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## Best Practices

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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;
};
```

## Properties

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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 |

## Summary

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| Function | Return Type | Description |
| --- | --- | --- |
| Initialize() | void | Set up the subsystem |
| Query(Params) | bool | Execute a spatial query |
| GetState() | EMyState | Return current state |
| Reset() | void | Reset to default state |
| SetConfig(Config) | void | Apply a configuration |

## How to Use

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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 |

### Code Examples

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## Overview

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class DELTA_CRAFT_HUB_API UMyComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UMyComponent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    float UpdateInterval = 0.1f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    bool bAutoActivate = true;

    UFUNCTION(BlueprintCallable, Category = "DeltaCraft Hub")
    void SetConfiguration(const FMyConfig& Config);

protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:
    FMyConfig CurrentConfig;
    float TimeSinceLastUpdate = 0.0f;
};
```

## Overview

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> **Note:** This feature is available starting from version 2.0. Older versions use a different API.

### Requirements

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## FAQ

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```cpp
// Load configuration from data asset
UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
    nullptr,
    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
);

if (Config)
{
    Settings.MaxPoolSize = Config->MaxPoolSize;
    Settings.TickRate = Config->TickRate;
    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
    Settings.LogVerbosity = Config->LogVerbosity;

    UE_LOG(LogDeltaCraft Hub, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
        Settings.MaxPoolSize, Settings.TickRate);
}
```