# UVoxelWaterPulseDeveloperSettings

`UVoxelWaterPulseDeveloperSettings` belongs to the VoxelWaterPulse runtime module.

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## Declaration

```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
```

## Members

| Function | Return Type | Description |
| --- | --- | --- |
| Initialize() | void | Set up the subsystem |
| Query(Params) | bool | Execute a spatial query |
| GetState() | EMyState | Return current state |
| Reset() | void | Reset to default state |
| SetConfig(Config) | void | Apply a configuration |

## Example

```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UVoxelWaterPulseInterface : public UInterface
{
    GENERATED_BODY()
};

class IVoxelWaterPulseInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VoxelWaterPulse")
    bool CanExecute() const;
};
```

> **Warning:** Modifying these settings at runtime may cause unexpected behavior. Always set configuration before calling Initialize().