# Migrating to 2.0

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## Overview

The CorePhysicsEdge plugin provides the following key features:

- Event-driven architecture using delegates
- Thread-safe operations for async workflows
- Built-in debug visualization tools
- Blueprint-friendly API with full C++ access
- Runtime subsystem with automatic lifecycle management

## Getting Started

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```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UCorePhysicsEdgeInterface : public UInterface
{
    GENERATED_BODY()
};

class ICorePhysicsEdgeInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    bool CanExecute() const;
};
```

## Properties

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class CORE_PHYSICS_EDGE_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 = "CorePhysicsEdge")
    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;
};
```

## Setup

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![Editor Panel Overview](https://media.gamedna.studio/media/293c1b7e-e764-42f0-a38e-567235befd77/original.jpg "Editor Panel Overview")

## Basic Usage

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- **Initialize**: Call once during BeginPlay to set up internal state
- **Configure**: Pass a configuration struct or Data Asset reference
- **Activate**: Enable the component to begin processing
- **Query**: Perform spatial or logical queries against the managed data
- **Deactivate**: Temporarily stop processing without losing state
- **Teardown**: Clean up resources during EndPlay