# Getting Started

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## Overview

The VoxelCamera plugin provides the following key features:

- Configurable via Data Assets or INI files
- Blueprint-friendly API with full C++ access
- Built-in debug visualization tools
- Runtime subsystem with automatic lifecycle management
- Event-driven architecture using delegates
- Thread-safe operations for async workflows

## Overview

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| Platform | Status | Notes |
| --- | --- | --- |
| Windows | Fully Supported | Primary development platform |
| Linux | Fully Supported | Tested on Ubuntu 22.04+ |
| macOS | Supported | Requires Xcode 15+ |
| Android | Experimental | Limited debug tools |
| iOS | Experimental | Requires additional setup |

### Key Concepts

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## Best Practices

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

### Memory Management

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```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()));
    }
}
```

## Optimization

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![Sequencer Track Setup](https://media.gamedna.studio/media/c4e44adb-91b8-4dfa-83b4-76e14458bdd3/original.jpg "Sequencer Track Setup")