# Stream a Large Level

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## What You Will Build

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## Step 1: Expose Values to Designers

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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

## Step 2: Handle the Edge Cases

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

class IQuestSystemInterface
{
    GENERATED_BODY()

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

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

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

## Step 3: Polish the Feedback

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/5283fdc1-62c3-4ec4-ae62-2245ccd94e2b/original.jpg "Plugin Toolbar Buttons")

## Next Steps

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