Migration Checklist
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What Changed
| 1.x | 2.0 | Notes |
|---|---|---|
| UAutoMeshEngineManager | UAutoMeshEngineSubsystem | Now a game instance subsystem |
| FAutoMeshEngineOptions | FAutoMeshEngineConfig | Fields renamed to match the settings |
| OnAutoMeshEngineReady | OnInitialized | Fires once per world |
Before
1// Load configuration from data asset
2UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
3 nullptr,
4 TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
5);
6
7if (Config)
8{
9 Settings.MaxPoolSize = Config->MaxPoolSize;
10 Settings.TickRate = Config->TickRate;
11 Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
12 Settings.LogVerbosity = Config->LogVerbosity;
13
14 UE_LOG(LogAutoMesh Engine, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15 Settings.MaxPoolSize, Settings.TickRate);
16}
After
1#include "AutoMesh Engine.h"
2#include "Engine/World.h"
3
4void AMyActor::BeginPlay()
5{
6 Super::BeginPlay();
7
8 UAutoMesh EngineSubsystem* Subsystem = GetWorld()->GetSubsystem<UAutoMesh EngineSubsystem>();
9 if (Subsystem)
10 {
11 Subsystem->Initialize();
12 UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13 }
14}
Steps
- Excepteur fugiat irure cillum quis amet fugiat lorem ad.
- Aliquip laboris voluptate et tempor esse amet magna ut aliquip reprehenderit eiusmod esse ullamco.
- Tempor veniam aliquip aliqua et ex nulla do.
- Dolor aliqua tempor sit reprehenderit et magna irure sed.
Warning: Back up your project before you migrate it to 2.0.