# Object Lifecycle

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## How to Use

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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;
};
```

### Integration Tips

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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;
}
```

## Performance

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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;
}
```

### Memory Management

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## How to Use

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> **Note:** Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.

### Example Walkthrough

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## API Reference

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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
```

## Best Practices

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![Sequencer Track Setup](https://media.gamedna.studio/media/f66cc488-e87a-4557-bf74-50c8ba27d8c1/original.jpg "Sequencer Track Setup")

## Performance

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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;
};
```

### Memory Management

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