# Introduction

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## Overview

The QuestSystem plugin provides the following key features:

- Event-driven architecture using delegates
- Runtime subsystem with automatic lifecycle management
- Thread-safe operations for async workflows
- Blueprint-friendly API with full C++ access
- Network replication support for multiplayer projects
- Configurable via Data Assets or INI files

## Basic Usage

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```yaml
# Plugin configuration (QuestSystem.yaml)
plugin:
  name: QuestSystem
  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
```

## Common Issues

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![Data Table Configuration](https://media.gamedna.studio/media/656e16f9-cfcd-46af-9f94-9f3eb2820a98/original.jpg "Data Table Configuration")

### Log Analysis

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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());
}
```

## Best Practices

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1. Create a new Data Asset of type `UMyConfigAsset`
2. Set the `MaxPoolSize` to match your expected load
3. Configure `TickRate` based on your target frame budget
4. Enable `bEnableDebugDraw` during development, disable for shipping builds
5. Set `LogVerbosity` to `Warning` or higher for production
6. Save the asset and reference it in your component's Details panel

### Profiling

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class QUEST_SYSTEM_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 = "QuestSystem")
    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;
};
```

![Editor Panel Overview](https://media.gamedna.studio/media/8211a017-271c-4398-b2b2-671894b77af7/original.jpg "Editor Panel Overview")

![Content Browser Assets](https://media.gamedna.studio/media/3a008989-5650-46c8-994e-4fe17048d23c/original.jpg "Content Browser Assets")

![Component Details Settings](https://media.gamedna.studio/media/a9e00972-c20d-4e5c-a3a6-a8cf2a172320/original.jpg "Component Details Settings")

![Material Setup Screenshot](https://media.gamedna.studio/media/63857baa-a6fd-48f2-8357-8e47d8d6f46f/original.jpg "Material Setup Screenshot")

![Network Replication Diagram](https://media.gamedna.studio/media/a6c1e46f-8f48-44b1-8dd6-2ddcec1b5cd5/original.jpg "Network Replication Diagram")