# Tutorials

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## Overview

The PrimeDialog Forge plugin provides the following key features:

- Comprehensive logging and diagnostics
- Built-in debug visualization tools
- Configurable via Data Assets or INI files
- Runtime subsystem with automatic lifecycle management
- Network replication support for multiplayer projects
- Thread-safe operations for async workflows

## Troubleshooting

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/d1acc498-8ea5-4a68-8af7-0ac2dd485b12/original.jpg "Plugin Toolbar Buttons")

### Log Analysis

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## Getting Started

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```yaml
# Plugin configuration (PrimeDialog Forge.yaml)
plugin:
  name: PrimeDialog Forge
  version: 2.0
  settings:
    max_pool_size: 100
    tick_rate: 60.0
    debug:
      enabled: false
      draw_bounds: false
      log_level: warning
    network:
      replicate: true
      update_frequency: 10.0
```

## Configuration

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- **Initialize**: Call once during BeginPlay to set up internal state
- **Configure**: Pass a configuration struct or Data Asset reference
- **Activate**: Enable the component to begin processing
- **Query**: Perform spatial or logical queries against the managed data
- **Deactivate**: Temporarily stop processing without losing state
- **Teardown**: Clean up resources during EndPlay

### Default Values

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

class IPrimeDialog ForgeInterface
{
    GENERATED_BODY()

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

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

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
    bool CanExecute() const;
};
```