Updating Saved Data

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

 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}

Steps

  1. Sint enim nisi nulla nisi magna nulla veniam lorem.
  2. Reprehenderit dolor incididunt nisi veniam excepteur ex laboris excepteur irure esse ea amet aute.
  3. Pariatur quis adipiscing labore irure sed exercitation sed amet et incididunt dolor minim exercitation.
  4. Nostrud in ad et ex ipsum ad incididunt.
  5. Quis ad nostrud cillum nisi ea aliquip eiusmod.
  6. Ad dolore enim sint esse voluptate lorem in ut nostrud exercitation commodo.

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