Renamed Classes

v2.0
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What Changed

1.x 2.0 Notes
UPrimeDialogForgeManager UPrimeDialogForgeSubsystem Now a game instance subsystem
FPrimeDialogForgeOptions FPrimeDialogForgeConfig Fields renamed to match the settings
OnPrimeDialogForgeReady OnInitialized Fires once per world

Before

 1// Load configuration from data asset
 2UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
 3    nullptr,
 4    TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
 5);
 6
 7if (Config)
 8{
 9    Settings.MaxPoolSize = Config->MaxPoolSize;
10    Settings.TickRate = Config->TickRate;
11    Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
12    Settings.LogVerbosity = Config->LogVerbosity;
13
14    UE_LOG(LogPrimeDialog Forge, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15        Settings.MaxPoolSize, Settings.TickRate);
16}

After

 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

Steps

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  2. Cillum labore tempor dolore duis amet laboris eiusmod laboris fugiat excepteur.
  3. In ullamco occaecat irure irure amet nostrud sit esse magna voluptate.
  4. Esse nisi velit ullamco eiusmod aliqua ut exercitation eiusmod.
  5. Amet sit dolore voluptate dolore magna tempor consectetur ad nisi sed nisi velit.

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