# Programming in C++

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## Overview

The VoxelWaterPulse plugin provides the following key features:

- Event-driven architecture using delegates
- Configurable via Data Assets or INI files
- Runtime subsystem with automatic lifecycle management
- Blueprint-friendly API with full C++ access
- Thread-safe operations for async workflows

## Quick Start

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Quick Start

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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
```

## Optimization

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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()));
    }
}
```

### Custom Extensions

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```cpp
// Unit test example
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
    FVoxelWaterPulseBasicTest,
    "VoxelWaterPulse.Core.BasicFunctionality",
    EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)

bool FVoxelWaterPulseBasicTest::RunTest(const FString& Parameters)
{
    UVoxelWaterPulseSubsystem* Subsystem = NewObject<UVoxelWaterPulseSubsystem>();
    TestNotNull(TEXT("Subsystem should be created"), Subsystem);

    Subsystem->Initialize();
    TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());

    FMyQueryParams Params;
    Params.Radius = 500.0f;
    TestTrue(TEXT("Query params should be valid"), Params.IsValid());

    return true;
}
```

## How to Use

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> **Warning:** Debug visualization has a measurable performance cost. Always disable it in shipping builds.

## Overview

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![Editor Panel Overview](https://media.gamedna.studio/media/aeca544f-dee4-4ca7-9b6b-1f059a82618a/original.jpg "Editor Panel Overview")

### Requirements

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