16class QUESTSYSTEM_API
UQuestBPLib : public UBlueprintFunctionLibrary
24 static IQuestPlayer* GetPlayerQuestComponent(
const AActor* Actor);
25 static IQuestPlayer* GetPlayerQuestComponent(
const APlayerState* PlayerState);
26 static IQuestPlayer* GetPlayerQuestComponent(
const AController* Controller);
27 static UObject* GetPlayerQuestComponentObject(
const AActor* Actor);
28 static UObject* GetPlayerQuestComponentObject(
const APlayerState* PlayerState);
29 static UObject* GetPlayerQuestComponentObject(
const AController* Controller);
32 static IQuestReporter* GetQuestReporter(
const UObject* WorldContextObject);
34 UFUNCTION(BlueprintCallable, Category=
"Quest System", meta=(WorldContext=
"WorldContextObject"), DisplayName=
"Get Quest Reporter")
35 static UActorComponent* GetQuestReporterReference(
const UObject* WorldContextObject);
39 static IQuestView* GetQuestViewer(
const AController* Controller);
50 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System")
51 static UDataTable* LoadDefaultQuestDataTable();
52 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System")
53 static UDataTable* LoadDefaultObjectiveDataTable();
55 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System", meta=(WorldContext=
"WorldContextObject"))
56 static UDataTable* LoadQuestDataTableFromGameState(
const UObject* WorldContextObject);
57 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System", meta=(WorldContext=
"WorldContextObject"))
58 static UDataTable* LoadObjectiveDataTableFromGameState(
const UObject* WorldContextObject);
67 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System")
68 static bool GetOwningPlayerQuestStatus(
const AActor* OwningActor,
FPlayerQuestStatus& PlayerQuestStatus);
72 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System")
73 static FString ConvertQuestFilterToString(
const EFilterQuestType FilterType,
bool& bSuccess);
76 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System")
77 static FString ConvertQuestLocationToString(
const EQuestLocation QuestLocation,
bool& bSuccess);
82 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System", meta=(WorldContext=
"WorldContextObject"))
83 static FQuestInfo GetQuestInfo(
const UObject* WorldContextObject,
const FString& QuestID,
bool& bSuccess,
const UDataTable* DataTable =
nullptr);
84 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Quest System", meta=(WorldContext=
"WorldContextObject"))
85 static FQuestObjectives GetQuestObjectiveInfo(
const UObject* WorldContextObject,
const FString& ObjectiveID,
bool& bSuccess,
const UDataTable* DataTable =
nullptr);
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13