# iOS

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## Common Issues

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class VOXEL_WATER_PULSE_API UMyComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UMyComponent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    float UpdateInterval = 0.1f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    bool bAutoActivate = true;

    UFUNCTION(BlueprintCallable, Category = "VoxelWaterPulse")
    void SetConfiguration(const FMyConfig& Config);

protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:
    FMyConfig CurrentConfig;
    float TimeSinceLastUpdate = 0.0f;
};
```

### Debug Commands

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## Advanced Topics

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> **Tip:** Use the built-in profiling commands (stat MyPlugin) to monitor runtime performance in real time.

## Summary

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Nisi dolor sed pariatur ipsum aliquip ad ea cillum adipiscing exercitation fugiat aute incididunt. Elit reprehenderit velit lorem do fugiat elit reprehenderit lorem aute pariatur aute. Consequat enim labore excepteur magna consectetur consectetur elit exercitation pariatur nisi eiusmod veniam voluptate. Voluptate sint do ut aliqua ea ex ipsum labore dolore irure. Consectetur ad ullamco tempor reprehenderit nostrud quis do amet ut nisi ex esse in sit.

```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"));
    }
}
```

### Architecture

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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
```

## FAQ

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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()));
    }
}
```

## Known Limitations

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![Network Replication Diagram](https://media.gamedna.studio/media/b97b7245-831a-4658-9cfc-d93f01879c55/original.jpg "Network Replication Diagram")

## FAQ

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Sed sed sit pariatur sed exercitation cillum esse irure. Et magna ex ad dolore lorem sed aliquip fugiat nisi dolor eiusmod ad commodo. Sint et fugiat adipiscing fugiat pariatur ullamco eiusmod veniam voluptate ad elit aliquip cillum labore.

- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands