# Build a Health Bar

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## What You Will Build

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![Component Details Settings](https://media.gamedna.studio/media/c5de5288-3359-494c-92e0-f2334ece082e/original.jpg "Component Details Settings")

## Step 1: Bind the Events

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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()));
    }
}
```

## Step 2: Test in Play In Editor

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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);
}
```

## Step 3: Expose Values to Designers

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/8c457fdb-5c2c-464e-ac28-570343dbc8b8/original.jpg "Plugin Toolbar Buttons")

## Step 4: Handle the Edge Cases

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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 5: Polish the Feedback

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![Plugin Toolbar Buttons](https://media.gamedna.studio/media/e235a562-d03d-4ace-b185-eada3b0389dd/original.jpg "Plugin Toolbar Buttons")

## Step 6: Profile the Result

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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

## Next Steps

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- Ad sed in sed ea sed irure fugiat veniam elit.
- In labore duis aute aliquip pariatur do.