# UVoxelWaterPulseLocalPlayerSubsystem

`UVoxelWaterPulseLocalPlayerSubsystem` belongs to the VoxelWaterPulse runtime module.

Nulla sint nisi in sit occaecat sit tempor quis ea. In occaecat cillum in ipsum occaecat ullamco ipsum fugiat consectetur tempor enim incididunt lorem. Quis cillum nisi magna aliqua lorem et in cillum cillum dolor nostrud nostrud.

## 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

| 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 |