# Script a Cutscene

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## What You Will Build

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## Step 1: Bind the Events

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![Node Graph Example](https://media.gamedna.studio/media/5eb1915a-b505-43a1-9674-b6686ede8353/original.jpg "Node Graph Example")

## Step 2: Test in Play In Editor

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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 3: Expose Values to Designers

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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 4: Handle the Edge Cases

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```
Blueprint Setup:
1. Open your Actor Blueprint
2. Add Component > search "My Plugin Component"
3. In the Details panel, set:
   - Update Interval: 0.1
   - Auto Activate: true
   - Max Instances: 50
4. Connect the OnStateChanged event to your handler
5. Compile and Save the Blueprint
```

## Step 5: Polish the Feedback

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![Debug Visualization Viewport](https://media.gamedna.studio/media/7edcf28b-e8b8-49d8-a415-1de7bb640973/original.jpg "Debug Visualization Viewport")

## Next Steps

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