Updating C++ Code
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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#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}
After
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
Steps
- Dolore ullamco enim quis lorem adipiscing cillum sed occaecat incididunt elit amet.
- Dolore consectetur nulla eiusmod ut lorem ut nulla minim.
- Enim incididunt excepteur incididunt veniam quis ex tempor aliquip labore aliqua ad.
- Reprehenderit reprehenderit occaecat fugiat ea dolore enim esse adipiscing ad nostrud ullamco elit.
- Nulla adipiscing occaecat elit amet ex consectetur lorem ipsum amet nisi aliqua.
- Tempor labore amet minim adipiscing consequat ex labore elit.
Warning: Back up your project before you migrate it to 2.0.