UQuestSystemInputComponent

v1.0
View as Markdown

UQuestSystemInputComponent belongs to the QuestSystem runtime module.

Laboris adipiscing sed consequat magna ullamco velit irure veniam exercitation. Lorem sint cillum aute do tempor reprehenderit lorem. Exercitation duis sit elit voluptate occaecat enim eiusmod commodo ex exercitation ipsum fugiat in. Ea duis cillum lorem ex sed fugiat nisi esse lorem.

Declaration

 1; DefaultEngine.ini
 2[/Script/QuestSystem.QuestSystemSettings]
 3bEnabled=true
 4MaxPoolSize=100
 5TickRate=60.0
 6LogVerbosity=Warning
 7bEnableDebugDraw=false
 8
 9[/Script/QuestSystem.QuestSystemNetworkSettings]
10bReplicateState=true
11UpdateFrequency=10.0
12MaxReplicationDistance=10000.0

Members

Event Parameters Description
OnStateChanged EMyState NewState Fired when state transitions
OnProgressUpdated float Progress, FString Message Fired on progress change
OnError FString ErrorMessage, int32 Code Fired on error
OnInitialized bool bSuccess Fired after initialization

Example

 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};

Tip: For best performance, pre-allocate your pool size during loading screens rather than during gameplay.