Renamed Classes

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

 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

After

 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};

Steps

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  2. Amet labore ea veniam laboris ut tempor lorem esse ex irure eiusmod ex veniam.
  3. Labore ipsum excepteur nulla veniam quis cillum adipiscing irure irure ea.
  4. Sint sint nostrud ea pariatur nulla minim sint sit lorem ex elit nostrud.

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