# Upcoming Tutorial for Unreal Engine Developers #7
Published: 2023-03-19

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## Prerequisites

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## Step 1: Initial Setup

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```cpp
UCLASS()
class MYGAME_API UMyGameSubsystem : public UGameInstanceSubsystem
{
    GENERATED_BODY()

public:
    virtual void Initialize(FSubsystemCollectionBase& Collection) override;
    virtual void Deinitialize() override;

    UFUNCTION(BlueprintCallable, Category = "MyPlugin")
    void RegisterHandler(const FName& EventName, UObject* Handler);

    UFUNCTION(BlueprintPure, Category = "MyPlugin")
    bool IsFeatureEnabled(const FName& FeatureName) const;

private:
    TMap<FName, TWeakObjectPtr<UObject>> EventHandlers;
    TSet<FName> EnabledFeatures;
};
```

![Editor Workspace Overview](https://media.gamedna.studio/media/d86ab109-4e0d-4556-a6cb-62b176527651/original.jpg "Editor Workspace Overview")

## Step 2: Configuration

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## Step 3: Customization

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

public:
    UCustomComponent();

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

    UFUNCTION(BlueprintCallable, Category = "Actions")
    void ExecuteAction(const FString& ActionName);

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

![Project Structure View](https://media.gamedna.studio/media/01808992-346d-4913-bf82-87349a80d505/original.jpg "Project Structure View")

## Step 4: Integration

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```cpp
TArray<AActor*> AMyManager::FindNearbyActors(float Radius) const
{
    TArray<AActor*> Results;
    TArray<FOverlapResult> Overlaps;

    FCollisionShape Shape = FCollisionShape::MakeSphere(Radius);

    if (GetWorld()->OverlapMultiByChannel(
        Overlaps,
        GetActorLocation(),
        FQuat::Identity,
        ECC_Pawn,
        Shape))
    {
        for (const FOverlapResult& Overlap : Overlaps)
        {
            if (AActor* Actor = Overlap.GetActor())
            {
                Results.Add(Actor);
            }
        }
    }

    return Results;
}
```

![Deployment Pipeline Status](https://media.gamedna.studio/media/a222ae34-b67f-46dc-a02f-fc122a1d6ccb/original.jpg "Deployment Pipeline Status")

## Common Pitfalls

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## Conclusion

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