# Linux

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## Methods

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![Content Browser Assets](https://media.gamedna.studio/media/fed287a7-892f-480e-862e-9c5e5e981dfc/original.jpg "Content Browser Assets")

### Helper Utilities

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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());
}
```

## Configuration

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> **Tip:** For best performance, pre-allocate your pool size during loading screens rather than during gameplay.

## Introduction

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```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;
};
```

## Overview

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```cpp
// Load configuration from data asset
UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
    nullptr,
    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
);

if (Config)
{
    Settings.MaxPoolSize = Config->MaxPoolSize;
    Settings.TickRate = Config->TickRate;
    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
    Settings.LogVerbosity = Config->LogVerbosity;

    UE_LOG(LogVoxelWaterPulse, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
        Settings.MaxPoolSize, Settings.TickRate);
}
```

## Performance

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In do elit elit consequat consequat reprehenderit tempor esse. Sint elit ullamco enim nostrud duis tempor sit labore ut tempor excepteur. Incididunt nulla ex elit exercitation ad cillum minim duis aliqua esse duis consectetur ullamco.

| 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 |

### Profiling

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```cpp
// Load configuration from data asset
UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
    nullptr,
    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
);

if (Config)
{
    Settings.MaxPoolSize = Config->MaxPoolSize;
    Settings.TickRate = Config->TickRate;
    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
    Settings.LogVerbosity = Config->LogVerbosity;

    UE_LOG(LogVoxelWaterPulse, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
        Settings.MaxPoolSize, Settings.TickRate);
}
```