# Renamed Classes

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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

```ini
; DefaultEngine.ini
[/Script/AutoMesh Engine.AutoMesh EngineSettings]
bEnabled=true
MaxPoolSize=100
TickRate=60.0
LogVerbosity=Warning
bEnableDebugDraw=false

[/Script/AutoMesh Engine.AutoMesh EngineNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## After

```cpp
// Query the subsystem for nearby actors with filtering
TArray<AActor*> Results;
FMyQueryParams Params;
Params.Origin = GetActorLocation();
Params.Radius = 1000.0f;
Params.MaxResults = 10;
Params.bIncludeHidden = false;
Params.FilterClass = AMyTargetActor::StaticClass();

if (Subsystem->Query(Params, Results))
{
    for (AActor* Actor : Results)
    {
        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
            *Actor->GetName(),
            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
    }
}
```

## 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.