Migration Checklist

v2.0
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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

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  2. Aliquip laboris voluptate et tempor esse amet magna ut aliquip reprehenderit eiusmod esse ullamco.
  3. Tempor veniam aliquip aliqua et ex nulla do.
  4. Dolor aliqua tempor sit reprehenderit et magna irure sed.

Warning: Back up your project before you migrate it to 2.0.