# State Machines

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## Parameters

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```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
```

### Data Assets

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```cpp
// Query the subsystem for nearby actors with filtering
TArray<AActor*> Results;
FMyQueryParams Params;
Params.Origin = GetActorLocation();
Params.Radius = 1000.0f;
Params.MaxResults = 10;
Params.bIncludeHidden = false;
Params.FilterClass = AMyTargetActor::StaticClass();

if (Subsystem->Query(Params, Results))
{
    for (AActor* Actor : Results)
    {
        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
            *Actor->GetName(),
            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
    }
}
```

## Getting Started

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```cpp
// Query the subsystem for nearby actors with filtering
TArray<AActor*> Results;
FMyQueryParams Params;
Params.Origin = GetActorLocation();
Params.Radius = 1000.0f;
Params.MaxResults = 10;
Params.bIncludeHidden = false;
Params.FilterClass = AMyTargetActor::StaticClass();

if (Subsystem->Query(Params, Results))
{
    for (AActor* Actor : Results)
    {
        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
            *Actor->GetName(),
            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
    }
}
```

## Installation

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```yaml
# Plugin configuration (VoxelWaterPulse.yaml)
plugin:
  name: VoxelWaterPulse
  version: 2.0
  settings:
    max_pool_size: 100
    tick_rate: 60.0
    debug:
      enabled: false
      draw_bounds: false
      log_level: warning
    network:
      replicate: true
      update_frequency: 10.0
```

### Verification

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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
```

## Introduction

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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

### Key Concepts

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```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());
}
```

## Properties

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![Data Table Configuration](https://media.gamedna.studio/media/9a3a4a55-b549-4667-a18e-d7e8597b7043/original.jpg "Data Table Configuration")

## Functions

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| Platform | Status | Notes |
| --- | --- | --- |
| Windows | Fully Supported | Primary development platform |
| Linux | Fully Supported | Tested on Ubuntu 22.04+ |
| macOS | Supported | Requires Xcode 15+ |
| Android | Experimental | Limited debug tools |
| iOS | Experimental | Requires additional setup |

### Helper Utilities

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## Setup

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```cpp
#include "VoxelWaterPulse.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UVoxelWaterPulseSubsystem* Subsystem = GetWorld()->GetSubsystem<UVoxelWaterPulseSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```