Blueprint Nodes

v2.0
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Overview

The QuestSystem plugin provides the following key features:

  • Comprehensive logging and diagnostics
  • Blueprint-friendly API with full C++ access
  • Runtime subsystem with automatic lifecycle management
  • Configurable via Data Assets or INI files

Methods

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 1#include "QuestSystem.h"
 2#include "Engine/World.h"
 3
 4void AMyActor::BeginPlay()
 5{
 6    Super::BeginPlay();
 7
 8    UQuestSystemSubsystem* Subsystem = GetWorld()->GetSubsystem<UQuestSystemSubsystem>();
 9    if (Subsystem)
10    {
11        Subsystem->Initialize();
12        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13    }
14}

Introduction

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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};

Installation

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 1# Plugin configuration (QuestSystem.yaml)
 2plugin:
 3  name: QuestSystem
 4  version: 2.0
 5  settings:
 6    max_pool_size: 100
 7    tick_rate: 60.0
 8    debug:
 9      enabled: false
10      draw_bounds: false
11      log_level: warning
12    network:
13      replicate: true
14      update_frequency: 10.0

Installation

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 1#include "QuestSystem.h"
 2#include "Engine/World.h"
 3
 4void AMyActor::BeginPlay()
 5{
 6    Super::BeginPlay();
 7
 8    UQuestSystemSubsystem* Subsystem = GetWorld()->GetSubsystem<UQuestSystemSubsystem>();
 9    if (Subsystem)
10    {
11        Subsystem->Initialize();
12        UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13    }
14}

Verification

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Best Practices

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 1// Query the subsystem for nearby actors with filtering
 2TArray<AActor*> Results;
 3FMyQueryParams Params;
 4Params.Origin = GetActorLocation();
 5Params.Radius = 1000.0f;
 6Params.MaxResults = 10;
 7Params.bIncludeHidden = false;
 8Params.FilterClass = AMyTargetActor::StaticClass();
 9
10if (Subsystem->Query(Params, Results))
11{
12    for (AActor* Actor : Results)
13    {
14        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15            *Actor->GetName(),
16            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17    }
18}