Android
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Configuration
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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
Summary
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1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
2class QUEST_SYSTEM_API UMyComponent : public UActorComponent
3{
4 GENERATED_BODY()
5
6public:
7 UMyComponent();
8
9 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10 float UpdateInterval = 0.1f;
11
12 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13 bool bAutoActivate = true;
14
15 UFUNCTION(BlueprintCallable, Category = "QuestSystem")
16 void SetConfiguration(const FMyConfig& Config);
17
18protected:
19 virtual void BeginPlay() override;
20 virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23 FMyConfig CurrentConfig;
24 float TimeSinceLastUpdate = 0.0f;
25};
Overview
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Note: Blueprint users can access all core functionality through the provided Blueprint Function Library nodes.
Functions
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- Initialize: Call once during BeginPlay to set up internal state
- Configure: Pass a configuration struct or Data Asset reference
- Activate: Enable the component to begin processing
- Query: Perform spatial or logical queries against the managed data
- Deactivate: Temporarily stop processing without losing state
- Teardown: Clean up resources during EndPlay
Optimization
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Ut commodo exercitation excepteur nostrud ullamco cillum consectetur commodo. Sed velit esse nulla incididunt sed nulla nulla elit do ullamco lorem. Dolor sint tempor dolor ut velit ipsum adipiscing exercitation fugiat consequat.
Note: This feature is available starting from version 2.0. Older versions use a different API.