# Logging and Diagnostics

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## Common Issues

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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());
}
```

## Configuration

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> **Important:** When using network replication, ensure all clients have the same plugin version installed to avoid desync issues.

## Troubleshooting

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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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![Project Settings Page](https://media.gamedna.studio/media/ff0d4908-8535-4c8c-a121-735db7ffea72/original.jpg "Project Settings Page")

## Summary

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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

### Dependencies

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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());
}
```

## Workflow

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/d67a4555-692a-44b5-86c3-2006c6e49226/original.jpg "Plugin Toolbar Buttons")

## Basic Usage

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Veniam commodo aute nulla incididunt exercitation dolor nisi. Sint enim sit amet et sint veniam aliquip adipiscing irure et lorem. Adipiscing ad veniam ea sint veniam commodo nisi occaecat. Excepteur incididunt sint consectetur sed et lorem nulla dolore elit aliqua cillum sit dolor magna. Tempor quis eiusmod sit veniam pariatur fugiat fugiat dolore. Veniam consequat nisi ullamco elit incididunt duis quis enim duis ullamco elit.

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

### Common Patterns

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