# Add Controller Support

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## What You Will Build

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![Sequencer Track Setup](https://media.gamedna.studio/media/7114cf6c-adc9-4a19-808f-313e5e7025dd/original.jpg "Sequencer Track Setup")

## Step 1: Expose Values to Designers

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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

## Step 2: Handle the Edge Cases

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![Material Setup Screenshot](https://media.gamedna.studio/media/589d3aa8-7e86-432b-abe4-6962917c8f56/original.jpg "Material Setup Screenshot")

## Step 3: Polish the Feedback

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```cpp
#include "PrimeDialog Forge.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UPrimeDialog ForgeSubsystem* Subsystem = GetWorld()->GetSubsystem<UPrimeDialog ForgeSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## Step 4: Profile the Result

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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

## Step 5: Package and Verify

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![Blueprint Event Graph](https://media.gamedna.studio/media/7114cf6c-adc9-4a19-808f-313e5e7025dd/original.jpg "Blueprint Event Graph")

## Next Steps

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