# iOS

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## Properties

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class VOXEL_CAMERA_API UMyComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UMyComponent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    float UpdateInterval = 0.1f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    bool bAutoActivate = true;

    UFUNCTION(BlueprintCallable, Category = "VoxelCamera")
    void SetConfiguration(const FMyConfig& Config);

protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:
    FMyConfig CurrentConfig;
    float TimeSinceLastUpdate = 0.0f;
};
```

### Core Functions

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## Properties

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

## FAQ

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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

### Log Analysis

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## Summary

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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;
};
```

## Overview

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Ut ipsum minim elit tempor sit sed commodo commodo adipiscing irure in do ea incididunt. Amet irure aute adipiscing adipiscing ullamco consequat minim consequat in nisi. Incididunt adipiscing aliquip do ipsum in do esse. Tempor tempor sit nostrud ex reprehenderit consequat esse eiusmod do dolore. Magna aute esse commodo esse aliqua amet velit minim amet dolore quis. Aute velit ad amet et ea minim ut eiusmod commodo commodo.

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

### Architecture

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## Advanced Topics

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> **Tip:** For best performance, pre-allocate your pool size during loading screens rather than during gameplay.