# Migrating to 2.0

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## Overview

The AutoMesh Engine plugin provides the following key features:

- Blueprint-friendly API with full C++ access
- Built-in debug visualization tools
- Event-driven architecture using delegates
- Configurable via Data Assets or INI files

## Best Practices

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

### Custom Extensions

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class AUTO_MESH_ENGINE_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 = "AutoMesh Engine")
    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;
};
```

## Properties

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```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UAutoMesh EngineInterface : public UInterface
{
    GENERATED_BODY()
};

class IAutoMesh EngineInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "AutoMesh Engine")
    bool CanExecute() const;
};
```

### Core Functions

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```cpp
#include "AutoMesh Engine.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UAutoMesh EngineSubsystem* Subsystem = GetWorld()->GetSubsystem<UAutoMesh EngineSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## FAQ

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Do reprehenderit consectetur pariatur aute quis tempor enim nostrud. Ad aliquip amet enim pariatur excepteur pariatur fugiat. Exercitation dolore eiusmod ad magna adipiscing amet minim consectetur nisi ipsum. Velit consequat ullamco dolore tempor ipsum reprehenderit sint ipsum enim ut occaecat nostrud ea. In amet ex enim lorem pariatur pariatur et duis.

```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class AUTO_MESH_ENGINE_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 = "AutoMesh Engine")
    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;
};
```

### Log Analysis

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