# Add a Photo Mode

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## What You Will Build

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## Step 1: Bind the Events

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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: Test in Play In Editor

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![Material Setup Screenshot](https://media.gamedna.studio/media/b95e50ba-f46f-4ecf-9428-fd2720015d45/original.jpg "Material Setup Screenshot")

## Step 3: Expose Values to Designers

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![Material Setup Screenshot](https://media.gamedna.studio/media/9cdd091a-aa44-44b9-a295-fb32ae13eb09/original.jpg "Material Setup Screenshot")

## Step 4: Handle the Edge Cases

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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 5: Polish the Feedback

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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"));
    }
}
```

## Step 6: Profile the Result

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```ini
; DefaultEngine.ini
[/Script/VoxelCamera.VoxelCameraSettings]
bEnabled=true
MaxPoolSize=100
TickRate=60.0
LogVerbosity=Warning
bEnableDebugDraw=false

[/Script/VoxelCamera.VoxelCameraNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## Next Steps

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