UQuestSystemInputComponent
UQuestSystemInputComponent belongs to the QuestSystem runtime module.
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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.