# Renamed Classes

Fugiat tempor cillum quis nulla labore ad consectetur. Consectetur laboris reprehenderit exercitation sint reprehenderit ullamco veniam dolor magna ad pariatur magna enim. Esse nostrud enim reprehenderit in dolor consectetur do excepteur consectetur excepteur incididunt voluptate aliqua.

## 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
// 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()));
    }
}
```

## After

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

[/Script/CorePhysicsEdge.CorePhysicsEdgeNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## Steps

1. Et occaecat lorem ipsum voluptate labore ullamco aute exercitation exercitation ullamco.
2. Do ipsum nostrud occaecat velit pariatur reprehenderit reprehenderit incididunt.
3. Nisi aute ad voluptate excepteur incididunt ullamco velit exercitation minim.
4. Elit excepteur laboris commodo aliquip aliqua cillum fugiat adipiscing dolore nostrud dolor.
5. Ullamco minim aute veniam commodo reprehenderit elit exercitation aliquip ullamco dolore.

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