22 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data", meta=(WorldContext=
"WorldContextObject"))
23 static void SavePlayerQuestTimes(
const UObject* WorldContextObject, UPARAM(ref)
FPlayerQuestStatus& PlayerQuestStatus);
26 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data", meta=(WorldContext=
"WorldContextObject"))
27 static float SaveQuestTime(
const UObject* WorldContextObject, UPARAM(ref)
FQuestInfo& QuestInfo);
29 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data", meta=(WorldContext=
"WorldContextObject"))
30 static float SaveObjectiveTime(
const UObject* WorldContextObject, UPARAM(ref)
FQuestObjectives& ObjectiveInfo);
32 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
33 static void AddObjectiveProgress(UPARAM(ref)
FQuestObjectives& ObjectiveInfo,
const int32 Amount);
34 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
35 static void AddObjectiveFailProgress(UPARAM(ref)
FQuestObjectives& ObjectiveInfo,
const int32 Amount);
40 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
41 static float GetQuestElapsedTime(
const FQuestInfo& QuestInfo);
42 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
43 static float GetQuestStartTime(
const FQuestInfo& QuestInfo);
44 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
46 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
49 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data", meta=(WorldContext=
"WorldContextObject"))
50 static bool GetQuestDidCompleteInTime(
const UObject* WorldContextObject, UPARAM(ref)
FQuestInfo& QuestInfo);
51 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data", meta=(WorldContext=
"WorldContextObject"))
52 static bool GetObjectiveDidCompleteInTime(
const UObject* WorldContextObject, UPARAM(ref)
FQuestObjectives& ObjectiveInfo);
55 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
57 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
62 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
63 static int32 GetQuestObjectiveRefNum(UPARAM(ref)
FQuestInfo& QuestInfo);
67 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
70 UFUNCTION(BlueprintCallable, Category=
"Quest System|Data")
71 static void CheckAllObjectivesValid(UPARAM(ref)
FPlayerQuestStatus& PlayerQuestStatus);
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13