# Stream a Large Level

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## What You Will Build

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![Content Browser Assets](https://media.gamedna.studio/media/59d86cb2-8053-493d-99cc-a42bed4f879f/original.jpg "Content Browser Assets")

## Step 1: Add the Component

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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
```

## Step 2: Configure the Settings

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1. Create a new Data Asset of type `UMyConfigAsset`
2. Set the `MaxPoolSize` to match your expected load
3. Configure `TickRate` based on your target frame budget
4. Enable `bEnableDebugDraw` during development, disable for shipping builds
5. Set `LogVerbosity` to `Warning` or higher for production
6. Save the asset and reference it in your component's Details panel

## Step 3: Bind the Events

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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

## Next Steps

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- Ex sit sit occaecat occaecat do.
- Exercitation nostrud ullamco consectetur nulla fugiat dolor fugiat velit ex.