# Windows

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## Advanced Topics

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

## Methods

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Quick Start

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```yaml
# Plugin configuration (VoxelCamera.yaml)
plugin:
  name: VoxelCamera
  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
```

## How to Use

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

## Configuration

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![Network Replication Diagram](https://media.gamedna.studio/media/3ada9d70-32c1-4fb5-af7e-d402cb116dba/original.jpg "Network Replication Diagram")

### Runtime Changes

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

class IVoxelCameraInterface
{
    GENERATED_BODY()

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

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

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