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Migrate a Deprecated API Across Every Callsite in Unreal Engine with Atlas in 2026

Updated 6 min read

Atlas empowers Unreal Engine developers in 2026 to move an entire codebase off a deprecated function or module onto its replacement without missing a single caller. It achieves this by systematically enumerating every callsite, tracking progress with `todowrite`, applying context-aware patches, and verifying changes with the `Unreal Automation Framework` and `Unreal Build Tool (Build.cs)`.

How Atlas finds all deprecated API calls in Unreal Engine C++

In 2026, Atlas efficiently identifies every callsite of a deprecated Unreal Engine API by combining `lsp`'s `findReferences` with `grep` for dynamic usages. This hybrid approach ensures 100% coverage, preventing any missed calls in complex C++ projects across hundreds of files.

Atlas leverages its `lsp` tool to perform `findReferences` on the deprecated symbol, yielding a complete set of callers from the language server. This is crucial for Unreal Engine C++ projects, where `UCLASS`, `UPROPERTY`, and `UFUNCTION` macros define the API structure that `lsp` can parse via AST declarations. To catch any dynamic or string-based usages that `lsp` might miss, Atlas cross-checks the results with its `grep` tool. This dual-pronged strategy guarantees that every single instance of the deprecated API, whether directly referenced in `Source/` module folders or used indirectly, is identified. Atlas builds its code index using tree-sitter and can use local Ollama embeddings, ensuring your Unreal Engine codebase remains private and off third-party servers.

Migrating Unreal Engine API calls with tracked progress and context-aware patches

Atlas systematically migrates each deprecated Unreal Engine API callsite using `todowrite` to track progress, ensuring no call is missed across hundreds of files. The `apply_patch` tool then performs each migration as a context-anchored patch, failing safely if the file has drifted since 2026.

Once all callsites are enumerated, Atlas creates one `todowrite` entry per callsite. This provides granular visibility into partial progress, ensuring that no migration task is silently skipped, which is vital for large Unreal Engine codebases. For each migration, Atlas employs its `apply_patch` tool. This tool is designed for safety: it seeks the hunk's context and old_lines within the target file. If these expected lines are not found due to file drift or concurrent changes, `apply_patch` throws a 'Failed to find expected lines' error rather than guessing or misapplying the patch. This robust mechanism prevents unintended modifications and maintains the integrity of your Unreal Engine C++ project.

Verifying Unreal Engine API migrations with Unreal Automation Framework

After each file migration, Atlas immediately verifies changes by running affected tests through the `Unreal Automation Framework` using `bash`. This ensures that every single modification to your Unreal Engine C++ codebase is validated, preventing regressions and maintaining code quality in 2026.

Atlas integrates directly with the Unreal Engine toolchain for verification. After each individual file modification, Atlas uses its `bash` tool to execute the `Unreal Automation Framework` tests. This typically involves running `UnrealEditor-Cmd` with specific arguments to target the affected module's automation spec tests. Atlas will prompt for permission before running these commands. Only once the `Unreal Automation Framework` tests pass for a given callsite is its corresponding `todowrite` entry marked as complete. This iterative testing approach provides immediate feedback and significantly reduces the risk of introducing bugs. Upon completion of all migrations, Atlas performs a final `grep` for the deprecated symbol to confirm zero remaining hits, then proceeds to delete the old implementation.

Maintaining Unreal Engine code style and module dependencies

Atlas ensures your Unreal Engine C++ code adheres to the Epic style guide by applying the engine's `.clang-format` after every migration, maintaining consistency across 100s of files. It also correctly manages module dependencies in `Build.cs` before adding includes, a crucial step often missed by other agents in 2026.

A key aspect of working with Unreal Engine is adhering to its specific coding standards and build system. Atlas is configured to understand and respect these. Before adding any new includes, Atlas will ask to add a module dependency in the relevant `Build.cs` file using `Unreal Build Tool` rules. This prevents compilation errors and ensures proper project structure, a step often overlooked by generic C++ agents. Furthermore, after applying any code changes, Atlas can apply the engine's `.clang-format` configuration. This ensures that all modified code automatically matches the Epic style guide, maintaining a consistent and professional codebase throughout your Unreal Engine project. All file edits are presented as a unified diff for approval before Atlas writes them to disk.

Step by step

  1. 01Run Atlas in your Unreal Engine project directory, ensuring a `.uproject` file and `Source/` module folders are present.
  2. 02Use `atlas lsp findReferences <DeprecatedSymbol>` to enumerate all direct callsites of the deprecated API, then `atlas grep <DeprecatedSymbol>` to cross-check for dynamic or string-based usages.
  3. 03Create one `todowrite` entry for each identified callsite: `atlas todowrite add "Migrate <DeprecatedSymbol> in <FilePath>"`.
  4. 04For each `todowrite` entry, ask Atlas to migrate the callsite using `atlas apply_patch` to replace the deprecated API with its replacement.
  5. 05After each file modification, run affected tests using `atlas bash "UnrealEditor-Cmd -run=AutomationTest <ModuleName> <TestName>"` through the `Unreal Automation Framework`.
  6. 06Mark the `todowrite` entry complete only after `Unreal Automation Framework` tests pass, ensuring the change is verified.
  7. 07Once all `todowrite` entries are complete, run a final `atlas grep <DeprecatedSymbol>` to confirm zero remaining hits in your Unreal Engine codebase.
  8. 08Approve the diff, then let Atlas apply the engine's `.clang-format` to ensure the code matches the Epic style guide.
  9. 09Delete the old implementation of the deprecated symbol from your Unreal Engine project.

Frequently asked questions

How does Atlas ensure it finds *every* deprecated API call in Unreal Engine?
Atlas combines `lsp`'s `findReferences` for AST-based symbol usages (like `UFUNCTION` calls) with `grep` for dynamic or string-based references, ensuring comprehensive coverage across your Unreal Engine C++ codebase.
Can Atlas handle `Build.cs` changes when migrating Unreal Engine APIs?
Yes, Atlas is specifically designed to add module dependencies in `Build.cs` using `Unreal Build Tool` rules *before* adding corresponding includes, a critical step for Unreal Engine projects.
How does Atlas prevent breaking my Unreal Engine project during migration?
Atlas uses `apply_patch` which fails if the expected context or old lines are not found, preventing misapplication. It also runs `Unreal Automation Framework` tests after each file change and requires approval for all diffs.
Does Atlas maintain Unreal Engine's coding style?
Absolutely. Atlas can apply the engine's `.clang-format` to ensure all modified code adheres to the Epic style guide, maintaining consistency throughout your Unreal Engine project.
What if my Unreal Engine project has custom test setups?
Atlas uses the `bash` tool, allowing you to specify any command-line execution for your `Unreal Automation Framework` tests or custom test runners, providing flexibility for diverse Unreal Engine setups.
How does Atlas track progress on a large Unreal Engine API migration?
Atlas uses `todowrite` to create individual entries for each callsite, making partial progress visible and ensuring no callsite is silently skipped, even across hundreds of Unreal Engine files.
Is my Unreal Engine code sent to third-party servers when using Atlas?
No, Atlas can build its code index with local Ollama embeddings, keeping your Unreal Engine C++ code entirely off third-party servers, ensuring privacy and security for your project.

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