# Renamed Classes

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## What Changed

| 1.x | 2.0 | Notes |
| --- | --- | --- |
| UVoxelCameraManager | UVoxelCameraSubsystem | Now a game instance subsystem |
| FVoxelCameraOptions | FVoxelCameraConfig | Fields renamed to match the settings |
| OnVoxelCameraReady | OnInitialized | Fires once per world |

## Before

```cpp
// Declare delegates for event-driven communication
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnStateChanged OnStateChanged;

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnProgressUpdated OnProgressUpdated;

// Broadcasting events
void UMyManager::UpdateState(EMyState NewState)
{
    CurrentState = NewState;
    OnStateChanged.Broadcast(NewState);
    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
}
```

## After

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

[/Script/VoxelCamera.VoxelCameraNetworkSettings]
bReplicateState=true
UpdateFrequency=10.0
MaxReplicationDistance=10000.0
```

## Steps

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2. Veniam dolore velit voluptate irure incididunt irure minim consequat lorem reprehenderit labore veniam aliquip.
3. Consectetur aliqua sed do sint ea ex dolor consectetur dolor consequat adipiscing velit nisi.
4. Nisi lorem nulla incididunt exercitation ea magna adipiscing.
5. Lorem aliquip dolore excepteur et adipiscing enim nostrud et amet tempor.

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