# Steam Deck

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## 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

## Overview

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![Debug Visualization Viewport](https://media.gamedna.studio/media/d6528517-d225-4ef7-a313-2ff842a0614a/original.jpg "Debug Visualization Viewport")

## Functions

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```cpp
#include "VoxelCamera.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UVoxelCameraSubsystem* Subsystem = GetWorld()->GetSubsystem<UVoxelCameraSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## Overview

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> **Warning:** Modifying these settings at runtime may cause unexpected behavior. Always set configuration before calling Initialize().

## Workflow

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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands

## Summary

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> **Warning:** Debug visualization has a measurable performance cost. Always disable it in shipping builds.