# questsystem.Dump

`questsystem.Dump` belongs to the QuestSystem runtime module.

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## Declaration

```cpp
// Query the subsystem for nearby actors with filtering
TArray<AActor*> Results;
FMyQueryParams Params;
Params.Origin = GetActorLocation();
Params.Radius = 1000.0f;
Params.MaxResults = 10;
Params.bIncludeHidden = false;
Params.FilterClass = AMyTargetActor::StaticClass();

if (Subsystem->Query(Params, Results))
{
    for (AActor* Actor : Results)
    {
        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
            *Actor->GetName(),
            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
    }
}
```

## Members

| Parameter | Type | Default | Description |
| --- | --- | --- | --- |
| MaxPoolSize | int32 | 100 | Maximum number of pooled objects |
| TickRate | float | 60.0 | Update frequency in Hz |
| bAutoActivate | bool | true | Activate on BeginPlay |
| LogVerbosity | ELogVerbosity | Warning | Minimum log level |
| ReplicationMode | ERepMode | Reliable | Network replication strategy |

## Example

```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;
};
```