# Ship to Android

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## What You Will Build

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## Step 1: Configure the Settings

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- **Initialize**: Call once during BeginPlay to set up internal state
- **Configure**: Pass a configuration struct or Data Asset reference
- **Activate**: Enable the component to begin processing
- **Query**: Perform spatial or logical queries against the managed data
- **Deactivate**: Temporarily stop processing without losing state
- **Teardown**: Clean up resources during EndPlay

## Step 2: Bind the Events

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![Content Browser Assets](https://media.gamedna.studio/media/638f4b94-2e9e-445c-b45a-f6346cc5ff16/original.jpg "Content Browser Assets")

## Step 3: Test in Play In Editor

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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 4: Expose Values to Designers

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![Content Browser Assets](https://media.gamedna.studio/media/597871a8-93ea-420c-8e4e-a8d58fd20e6f/original.jpg "Content Browser Assets")

## Next Steps

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