Updating C++ Code

v2.0
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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

 1Blueprint Setup:
 21. Open your Actor Blueprint
 32. Add Component > search "My Plugin Component"
 43. In the Details panel, set:
 5   - Update Interval: 0.1
 6   - Auto Activate: true
 7   - Max Instances: 50
 84. Connect the OnStateChanged event to your handler
 95. Compile and Save the Blueprint

After

 1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 2class CORE_PHYSICS_EDGE_API UMyComponent : public UActorComponent
 3{
 4    GENERATED_BODY()
 5
 6public:
 7    UMyComponent();
 8
 9    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10    float UpdateInterval = 0.1f;
11
12    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13    bool bAutoActivate = true;
14
15    UFUNCTION(BlueprintCallable, Category = "CorePhysicsEdge")
16    void SetConfiguration(const FMyConfig& Config);
17
18protected:
19    virtual void BeginPlay() override;
20    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23    FMyConfig CurrentConfig;
24    float TimeSinceLastUpdate = 0.0f;
25};

Steps

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