#include <QuestBPLib.h>
◆ ConvertQuestFilterToString()
| FString UQuestBPLib::ConvertQuestFilterToString |
( |
const EFilterQuestType | FilterType, |
|
|
bool & | bSuccess ) |
|
static |
Check Function //.
491{
492 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
493 const UEnum* QuestFilterEnum = StaticEnum<EFilterQuestType>();
494 if(QuestFilterEnum == nullptr){bSuccess = false; return "";}
495 const FString& FilterConverted = QuestFilterEnum->GetValueAsString(FilterType);
496 FString LeftString;
497
498 FString RightString;
499 bSuccess = UKismetStringLibrary::Split(FilterConverted, "::", LeftString, RightString);
500 return RightString;
501}
◆ ConvertQuestLocationToString()
| FString UQuestBPLib::ConvertQuestLocationToString |
( |
const EQuestLocation | QuestLocation, |
|
|
bool & | bSuccess ) |
|
static |
517{
518 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
519 const UEnum* QuesLocationEnum = StaticEnum<EQuestLocation>();
520 if(QuesLocationEnum == nullptr){bSuccess = false; return "";}
521 const FString& LocationConverted = QuesLocationEnum->GetValueAsString(QuestLocation);
522 FString LeftString;
523
524 FString RightString;
525 bSuccess = UKismetStringLibrary::Split(LocationConverted, "::", LeftString, RightString);
526 return RightString;;
527}
◆ GetOwningPlayerQuestStatus()
| bool UQuestBPLib::GetOwningPlayerQuestStatus |
( |
const AActor * | OwningActor, |
|
|
FPlayerQuestStatus & | PlayerQuestStatus ) |
|
static |
211{
212 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
213 UE_LOG(LogQuestSystem,
Error, TEXT(
"UQuestBPLib::GetOwningPlayerQuestStatus Function To Be Removed "));
214 return false;
215
216
217
218
219
220}
◆ GetPlayerQuestComponent() [1/3]
| IQuestPlayer * UQuestBPLib::GetPlayerQuestComponent |
( |
const AActor * | Actor | ) |
|
|
static |
22{
23 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
24 if(Actor ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponent Actor null"));
return nullptr;}
25 const APawn* Pawn = Cast<APawn>(Actor);
26 if(Pawn ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponent Pawn null"));
return nullptr;}
28}
static IQuestPlayer * GetPlayerQuestComponent(const AActor *Actor)
Definition QuestBPLib.cpp:21
◆ GetPlayerQuestComponent() [2/3]
| IQuestPlayer * UQuestBPLib::GetPlayerQuestComponent |
( |
const AController * | Controller | ) |
|
|
static |
38{
39 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
40 if(Controller ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponent Controller null"));
return nullptr;}
41 TArray<UActorComponent*> Components = Controller->GetComponentsByInterface(UQuestPlayer::StaticClass());
42 for(const auto& Component : Components)
43 {
44 IQuestPlayer* QuestPlayer = Cast<IQuestPlayer>(Component);
45 if(QuestPlayer == nullptr){continue;}
46 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetPlayerQuestComponent QuestGameComponent Passed"));
47 return QuestPlayer;
48 }
49 UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponent IQuestPlayer Component not found on %s"), *Controller->GetHumanReadableName());
50 return nullptr;
51}
Definition QuestPlayer.h:27
◆ GetPlayerQuestComponent() [3/3]
| IQuestPlayer * UQuestBPLib::GetPlayerQuestComponent |
( |
const APlayerState * | PlayerState | ) |
|
|
static |
31{
32 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
33 if(PlayerState ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponent PlayerState null"));
return nullptr;}
35}
◆ GetPlayerQuestComponentObject() [1/3]
| UObject * UQuestBPLib::GetPlayerQuestComponentObject |
( |
const AActor * | Actor | ) |
|
|
static |
54{
55 if(Actor ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponentObject Actor null"));
return nullptr;}
56 const APawn* Pawn = Cast<APawn>(Actor);
57 if(Pawn ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponentObject Pawn null"));
return nullptr;}
59}
static UObject * GetPlayerQuestComponentObject(const AActor *Actor)
Definition QuestBPLib.cpp:53
◆ GetPlayerQuestComponentObject() [2/3]
| UObject * UQuestBPLib::GetPlayerQuestComponentObject |
( |
const AController * | Controller | ) |
|
|
static |
69{
70 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
71 if(Controller ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponentObject Controller null"));
return nullptr;}
72 TArray<UActorComponent*> Components = Controller->GetComponentsByInterface(UQuestPlayer::StaticClass());
73 for(const auto& Component : Components)
74 {
75 const IQuestPlayer* QuestPlayer = Cast<IQuestPlayer>(Component);
76 if(QuestPlayer == nullptr){continue;}
77 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetPlayerQuestComponentObject QuestGameComponent Passed"));
78 return Component;
79 }
80 UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponentObject IQuestPlayer Component not found on %s"), *Controller->GetHumanReadableName());
81 return nullptr;
82}
◆ GetPlayerQuestComponentObject() [3/3]
| UObject * UQuestBPLib::GetPlayerQuestComponentObject |
( |
const APlayerState * | PlayerState | ) |
|
|
static |
62{
63 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
64 if(PlayerState ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetPlayerQuestComponentObject PlayerState null"));
return nullptr;}
66}
◆ GetQuestData()
119{
120 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
121 const AGameStateBase* GameStateBase = UGameplayStatics::GetGameState(WorldContextObject);
122 if(GameStateBase ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestData GameStateBase"));
return nullptr;}
123 TArray<UActorComponent*> Components = GameStateBase->GetComponentsByInterface(UQuestDataInterface::StaticClass());
124 for(const auto& Component : Components)
125 {
127 if(QuestDataInterface == nullptr){continue;}
128 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetQuestData QuestDataInterface Passed"));
129 return QuestDataInterface;
130 }
131 UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestData QuestDataInterface"));
132 return nullptr;
133}
Definition QuestDataInterface.h:20
◆ GetQuestInfo()
| FQuestInfo UQuestBPLib::GetQuestInfo |
( |
const UObject * | WorldContextObject, |
|
|
const FString & | QuestID, |
|
|
bool & | bSuccess, |
|
|
const UDataTable * | DataTable = nullptr ) |
|
static |
223{
224 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
225 bSuccess = false;
226 if(!IsValid(DataTable))
227 {
228 UE_LOG(LogQuestSystem, Log, TEXT("Loading GameState Weapon DataTable"));
230 if(!IsValid(DataTable))
231 {
232 UE_LOG(LogQuestSystem, Log, TEXT("Loading Default Weapon DataTable"));
234 }
235 if(!IsValid(DataTable))
236 {
237 UE_LOG(LogQuestSystem,
Warning,TEXT(
"Quest Data Table -Get Quest Info"));
239 }
240 }
242 if(QuestInfoPtr ==
nullptr){UE_LOG(LogQuestSystem,
Warning,TEXT(
"Quest Info -Get Quest Info")); bSuccess =
false;
return FQuestInfo::Empty();;}
243 bSuccess = true;
244 return *QuestInfoPtr;
245}
static UDataTable * LoadQuestDataTableFromGameState(const UObject *WorldContextObject)
Definition QuestBPLib.cpp:189
static UDataTable * LoadDefaultQuestDataTable()
Definition QuestBPLib.cpp:153
Definition QuestData.h:798
static FQuestInfo Empty()
Definition QuestData.h:900
◆ GetQuestObjectiveInfo()
| FQuestObjectives UQuestBPLib::GetQuestObjectiveInfo |
( |
const UObject * | WorldContextObject, |
|
|
const FString & | ObjectiveID, |
|
|
bool & | bSuccess, |
|
|
const UDataTable * | DataTable = nullptr ) |
|
static |
249{
250 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
251 bSuccess = false;
252 if(!IsValid(DataTable))
253 {
254 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetQuestObjectiveInfo Loading GameState DT"));
256 if(!IsValid(DataTable))
257 {
258 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetQuestObjectiveInfo Loading Default DT"));
260 }
261 if(!IsValid(DataTable))
262 {
263 UE_LOG(LogQuestSystem,
Warning,TEXT(
"UQuestBPLib::GetQuestObjectiveInfo Failed"));
265 }
266 }
268 if(ObjectiveInfoPtr ==
nullptr){UE_LOG(LogQuestSystem,
Warning,TEXT(
"UQuestBPLib::GetQuestObjectiveInfo Ptr Failed")); bSuccess =
false;
return FQuestObjectives();}
269 bSuccess = true;
270 return *ObjectiveInfoPtr;
271
272}
static UDataTable * LoadDefaultObjectiveDataTable()
Definition QuestBPLib.cpp:171
static UDataTable * LoadObjectiveDataTableFromGameState(const UObject *WorldContextObject)
Definition QuestBPLib.cpp:199
Definition QuestData.h:361
◆ GetQuestReporter()
| IQuestReporter * UQuestBPLib::GetQuestReporter |
( |
const UObject * | WorldContextObject | ) |
|
|
static |
85{
86 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
87 const AGameStateBase* GameStateBase = UGameplayStatics::GetGameState(WorldContextObject);
88 if(GameStateBase ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestReporter GameStateBase"));
return nullptr;}
89 TArray<UActorComponent*> Components = GameStateBase->GetComponentsByInterface(UQuestReporter::StaticClass());
90 for(const auto& Component : Components)
91 {
93 if(QuestReporter == nullptr){continue;}
94 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetQuestReporter QuestReporter Passed"));
95 return QuestReporter;
96 }
97 UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestReporter IQuestReporter"));
98 return nullptr;
99}
Definition QuestReporter.h:23
◆ GetQuestReporterReference()
| UActorComponent * UQuestBPLib::GetQuestReporterReference |
( |
const UObject * | WorldContextObject | ) |
|
|
static |
Gets the Game State Quest Component, Quest Reporter Interface Functions
102{
103 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
104 const AGameStateBase* GameStateBase = UGameplayStatics::GetGameState(WorldContextObject);
105 if(GameStateBase ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestReporterReference GameStateBase"));
return nullptr;}
106 TArray<UActorComponent*> Components = GameStateBase->GetComponentsByInterface(UQuestReporter::StaticClass());
107 for(const auto& Component : Components)
108 {
109 const IQuestReporter* QuestReporter = Cast<IQuestReporter>(Component);
110 if(QuestReporter == nullptr){continue;}
111 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetQuestReporterReference QuestReporter Passed"));
112 return Component;
113 }
114 UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestReporterReference IQuestReporter"));
115 return nullptr;
116}
◆ GetQuestViewer()
| IQuestView * UQuestBPLib::GetQuestViewer |
( |
const AController * | Controller | ) |
|
|
static |
136{
137 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
138 if(Controller ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestViewer Controller null"));
return nullptr;}
139 TArray<UActorComponent*> Components = Controller->GetComponentsByInterface(UQuestView::StaticClass());
140 for(const auto& Component : Components)
141 {
142 IQuestView* QuestViewer = Cast<IQuestView>(Component);
143 if(QuestViewer == nullptr){continue;}
144 UE_LOG(LogQuestSystem, Log, TEXT("UQuestBPLib::GetQuestViewer QuestViewer Passed"));
145 return QuestViewer;
146 }
147 UE_LOG(LogQuestSystem,
Warning, TEXT(
"UQuestBPLib::GetQuestViewer IQuestView Component not found on %s"), *Controller->GetHumanReadableName());
148 return nullptr;
149}
Definition QuestView.h:21
◆ LoadDefaultObjectiveDataTable()
| UDataTable * UQuestBPLib::LoadDefaultObjectiveDataTable |
( |
| ) |
|
|
static |
172{
173 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
174 const FSoftObjectPath UnitDataTablePath = FSoftObjectPath(TEXT("/QuestSystem/Data/DT_Objectives.DT_Objectives"));
175 UDataTable* DataTable = Cast<UDataTable>(UnitDataTablePath.ResolveObject());
176 if(DataTable != nullptr)
177 {
178 return DataTable;
179 }
180 DataTable = Cast<UDataTable>(UnitDataTablePath.TryLoad());
181 if(DataTable != nullptr)
182 {
183 return DataTable;
184 }
185 UE_LOG(LogQuestSystem,
Warning, TEXT(
"Default Quest DataTable Failed"));
186 return nullptr;
187}
◆ LoadDefaultQuestDataTable()
| UDataTable * UQuestBPLib::LoadDefaultQuestDataTable |
( |
| ) |
|
|
static |
154{
155 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
156 const FSoftObjectPath UnitDataTablePath = FSoftObjectPath(TEXT("/QuestSystem/Data/DT_Quests.DT_Quests"));
157 UDataTable* DataTable = Cast<UDataTable>(UnitDataTablePath.ResolveObject());
158 if(DataTable != nullptr)
159 {
160 return DataTable;
161 }
162 DataTable = Cast<UDataTable>(UnitDataTablePath.TryLoad());
163 if(DataTable != nullptr)
164 {
165 return DataTable;
166 }
167 UE_LOG(LogQuestSystem,
Warning, TEXT(
"Default Quest DataTable Failed"));
168 return nullptr;
169}
◆ LoadObjectiveDataTableFromGameState()
| UDataTable * UQuestBPLib::LoadObjectiveDataTableFromGameState |
( |
const UObject * | WorldContextObject | ) |
|
|
static |
200{
201 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
202 return nullptr;
203
204
205
206
207}
◆ LoadQuestDataTableFromGameState()
| UDataTable * UQuestBPLib::LoadQuestDataTableFromGameState |
( |
const UObject * | WorldContextObject | ) |
|
|
static |
190{
191 SCOPE_CYCLE_COUNTER(STATGROUP_Quest_BPLib);
192 return nullptr;
193
194
195
196
197}
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/QuestSystem/Source/QuestSystem/Public/BPLib/QuestBPLib.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/QuestSystem/Source/QuestSystem/Private/BPLib/QuestBPLib.cpp