Updating Saved Data

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#include "PrimeDialog Forge.h"
 2#include "Engine/World.h"
 3
 4void AMyActor::BeginPlay()
 5{
 6    Super::BeginPlay();
 7
 8    UPrimeDialog ForgeSubsystem* Subsystem = GetWorld()->GetSubsystem<UPrimeDialog ForgeSubsystem>();
 9    if (Subsystem)
10    {
11        Subsystem->Initialize();
12        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13    }
14}

After

 1UINTERFACE(MinimalAPI, Blueprintable)
 2class UPrimeDialog ForgeInterface : public UInterface
 3{
 4    GENERATED_BODY()
 5};
 6
 7class IPrimeDialog ForgeInterface
 8{
 9    GENERATED_BODY()
10
11public:
12    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
13    void OnPluginActivated(bool bSuccess);
14
15    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
16    FMyResult ProcessData(const FMyInput& Input);
17
18    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
19    bool CanExecute() const;
20};

Steps

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  2. Exercitation voluptate incididunt nulla exercitation dolor voluptate magna excepteur.
  3. Ex lorem ex ad eiusmod aute exercitation reprehenderit.

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