# Removed Functions

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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

```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;
};
```

## After

```yaml
# Plugin configuration (AutoMesh Engine.yaml)
plugin:
  name: AutoMesh Engine
  version: 2.0
  settings:
    max_pool_size: 100
    tick_rate: 60.0
    debug:
      enabled: false
      draw_bounds: false
      log_level: warning
    network:
      replicate: true
      update_frequency: 10.0
```

## Steps

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2. Minim quis consectetur commodo commodo esse dolore irure exercitation sed veniam enim lorem sint.
3. Veniam do fugiat exercitation minim excepteur reprehenderit incididunt pariatur exercitation do magna.
4. Labore duis ad dolore consectetur laboris in veniam ea voluptate ex consequat lorem.

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