# Build an Inventory Grid

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## What You Will Build

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![Sequencer Track Setup](https://media.gamedna.studio/media/ca755d9b-538e-4ae5-9a16-80af8c1b0fee/original.jpg "Sequencer Track Setup")

## Step 1: Create the Actor

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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
```

## Step 2: Add the Component

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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;
};
```

## Step 3: Configure the Settings

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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

## Step 4: 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 5: Test in Play In Editor

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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

## Next Steps

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