# Deprecations

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## What Changed

| 1.x | 2.0 | Notes |
| --- | --- | --- |
| UCorePhysicsEdgeManager | UCorePhysicsEdgeSubsystem | Now a game instance subsystem |
| FCorePhysicsEdgeOptions | FCorePhysicsEdgeConfig | Fields renamed to match the settings |
| OnCorePhysicsEdgeReady | OnInitialized | Fires once per world |

## Before

```cpp
#include "CorePhysicsEdge.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UCorePhysicsEdgeSubsystem* Subsystem = GetWorld()->GetSubsystem<UCorePhysicsEdgeSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## After

```cpp
#include "CorePhysicsEdge.h"
#include "Engine/World.h"

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    UCorePhysicsEdgeSubsystem* Subsystem = GetWorld()->GetSubsystem<UCorePhysicsEdgeSubsystem>();
    if (Subsystem)
    {
        Subsystem->Initialize();
        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
    }
}
```

## Steps

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2. Sed commodo labore laboris aute lorem in incididunt ex ad.
3. Ut enim laboris consequat esse ipsum laboris fugiat.

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