Deprecations

v2.0
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What Changed

1.x 2.0 Notes
UQuestSystemManager UQuestSystemSubsystem Now a game instance subsystem
FQuestSystemOptions FQuestSystemConfig Fields renamed to match the settings
OnQuestSystemReady OnInitialized Fires once per world

Before

 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};

After

 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};

Steps

  1. Ea laboris voluptate sit commodo labore consequat sit enim.
  2. Cillum voluptate sed consequat amet ipsum sit nisi consequat.
  3. Et eiusmod eiusmod reprehenderit nisi quis esse esse.
  4. Sit velit aute ad amet dolor et sint minim.
  5. Nisi commodo aliqua et incididunt occaecat lorem enim nisi nostrud excepteur nisi aute.

Warning: Back up your project before you migrate it to 2.0.