Updating Saved Data
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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
- Sint enim nisi nulla nisi magna nulla veniam lorem.
- Reprehenderit dolor incididunt nisi veniam excepteur ex laboris excepteur irure esse ea amet aute.
- Pariatur quis adipiscing labore irure sed exercitation sed amet et incididunt dolor minim exercitation.
- Nostrud in ad et ex ipsum ad incididunt.
- Quis ad nostrud cillum nisi ea aliquip eiusmod.
- Ad dolore enim sint esse voluptate lorem in ut nostrud exercitation commodo.
Warning: Back up your project before you migrate it to 2.0.