Renamed Classes

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; DefaultEngine.ini
 2[/Script/AutoMesh Engine.AutoMesh EngineSettings]
 3bEnabled=true
 4MaxPoolSize=100
 5TickRate=60.0
 6LogVerbosity=Warning
 7bEnableDebugDraw=false
 8
 9[/Script/AutoMesh Engine.AutoMesh EngineNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0

After

 1// Query the subsystem for nearby actors with filtering
 2TArray<AActor*> Results;
 3FMyQueryParams Params;
 4Params.Origin = GetActorLocation();
 5Params.Radius = 1000.0f;
 6Params.MaxResults = 10;
 7Params.bIncludeHidden = false;
 8Params.FilterClass = AMyTargetActor::StaticClass();
 9
10if (Subsystem->Query(Params, Results))
11{
12    for (AActor* Actor : Results)
13    {
14        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15            *Actor->GetName(),
16            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17    }
18}

Steps

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  2. Ipsum irure dolor ut aliqua lorem nulla commodo sit excepteur tempor do consectetur.
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Warning: Back up your project before you migrate it to 2.0.