# Updating Saved Data

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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

```cpp
#include "PrimeDialog Forge.h"
#include "Engine/World.h"

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

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

## After

```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UPrimeDialog ForgeInterface : public UInterface
{
    GENERATED_BODY()
};

class IPrimeDialog ForgeInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
    bool CanExecute() const;
};
```

## Steps

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