# UVoxelWaterPulseLatentActions

`UVoxelWaterPulseLatentActions` belongs to the VoxelWaterPulse runtime module.

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## Declaration

```cpp
// Declare delegates for event-driven communication
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnStateChanged OnStateChanged;

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnProgressUpdated OnProgressUpdated;

// Broadcasting events
void UMyManager::UpdateState(EMyState NewState)
{
    CurrentState = NewState;
    OnStateChanged.Broadcast(NewState);
    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
}
```

## Members

| Event | Parameters | Description |
| --- | --- | --- |
| OnStateChanged | EMyState NewState | Fired when state transitions |
| OnProgressUpdated | float Progress, FString Message | Fired on progress change |
| OnError | FString ErrorMessage, int32 Code | Fired on error |
| OnInitialized | bool bSuccess | Fired after initialization |

## Example

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

[/Script/VoxelWaterPulse.VoxelWaterPulseNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```