UQuestSystemLatentActions
UQuestSystemLatentActions belongs to the QuestSystem runtime module.
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Declaration
1UINTERFACE(MinimalAPI, Blueprintable)
2class UQuestSystemInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IQuestSystemInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "QuestSystem")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "QuestSystem")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "QuestSystem")
19 bool CanExecute() const;
20};
Members
| Parameter | Type | Default | Description |
|---|---|---|---|
| MaxPoolSize | int32 | 100 | Maximum number of pooled objects |
| TickRate | float | 60.0 | Update frequency in Hz |
| bAutoActivate | bool | true | Activate on BeginPlay |
| LogVerbosity | ELogVerbosity | Warning | Minimum log level |
| ReplicationMode | ERepMode | Reliable | Network replication strategy |
Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.