# EPrimeDialogForgeMode

`EPrimeDialogForgeMode` belongs to the PrimeDialog Forge runtime module.

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## Declaration

```
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
```

## Members

| 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 |

## Example

```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;
};
```