iOS
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Configuration
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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};
Runtime Changes
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Quick Start
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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands
Step-by-Step Guide
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Introduction
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1// Unit test example
2IMPLEMENT_SIMPLE_AUTOMATION_TEST(
3 FQuestSystemBasicTest,
4 "QuestSystem.Core.BasicFunctionality",
5 EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
6)
7
8bool FQuestSystemBasicTest::RunTest(const FString& Parameters)
9{
10 UQuestSystemSubsystem* Subsystem = NewObject<UQuestSystemSubsystem>();
11 TestNotNull(TEXT("Subsystem should be created"), Subsystem);
12
13 Subsystem->Initialize();
14 TestTrue(TEXT("Subsystem should be initialized"), Subsystem->IsInitialized());
15
16 FMyQueryParams Params;
17 Params.Radius = 500.0f;
18 TestTrue(TEXT("Query params should be valid"), Params.IsValid());
19
20 return true;
21}
Advanced Topics
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1Blueprint Setup:
21. Open your Actor Blueprint
32. Add Component > search "My Plugin Component"
43. In the Details panel, set:
5 - Update Interval: 0.1
6 - Auto Activate: true
7 - Max Instances: 50
84. Connect the OnStateChanged event to your handler
95. Compile and Save the Blueprint
Thread Safety
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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
Functions
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1// Declare delegates for event-driven communication
2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
4
5UPROPERTY(BlueprintAssignable, Category = "Events")
6FOnStateChanged OnStateChanged;
7
8UPROPERTY(BlueprintAssignable, Category = "Events")
9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14 CurrentState = NewState;
15 OnStateChanged.Broadcast(NewState);
16 OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}
Helper Utilities
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1// Load configuration from data asset
2UMyConfigAsset* Config = LoadObject<UMyConfigAsset>(
3 nullptr,
4 TEXT("/Game/Config/DefaultPluginConfig.DefaultPluginConfig")
5);
6
7if (Config)
8{
9 Settings.MaxPoolSize = Config->MaxPoolSize;
10 Settings.TickRate = Config->TickRate;
11 Settings.bEnableDebugDraw = Config->bEnableDebugDraw;
12 Settings.LogVerbosity = Config->LogVerbosity;
13
14 UE_LOG(LogQuestSystem, Log, TEXT("Configuration loaded: PoolSize=%d, TickRate=%.2f"),
15 Settings.MaxPoolSize, Settings.TickRate);
16}
Overview
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Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.