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| | FPlayerQuestStatus () |
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| TArray< FQuestOutcome > | CanQuestsBeCompleted (const UObject *Owner) |
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| bool | AddObjective (const FQuestObjectives &ObjectiveInfo) |
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| bool | AddObjectiveToQuests (const FQuestObjectives *Objective) |
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| int32 | GetNewUniqueID (const FString &QuestID) const |
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| int32 | StartQuest (const UObject *Owner, FQuestInfo &QuestInfo) |
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| void | StartObjectives (const UObject *Owner) |
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| bool | AddObjectiveAmount (const FString &ObjectiveID, const int32 Amount) |
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| bool | AddObjectiveAmount (const FUniqueID &ObjectiveID, const int32 Amount) |
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| bool | AddObjectiveFailAmount (const FString &ObjectiveID, const int32 Amount) |
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| bool | AddObjectiveFailAmount (const FUniqueID &ObjectiveID, const int32 Amount) |
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| bool | GetQuestObjectivesIDs (const FString &QuestID, TArray< FString > &ObjectiveIDs) const |
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| bool | GetQuestActiveObjectivesIDs (const FString &QuestID, TArray< FString > &ObjectiveIDs) const |
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| bool | GetQuestActiveObjectivesIDsWithMarkers (const FUniqueID &QuestID, TArray< FString > &ObjectiveIDs) const |
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| bool | GetDoesObjectiveHaveWorldMarker (const FString &ObjectiveID) const |
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| bool | GetQuestIndex (const FQuestInfo &QuestInfo, int32 &Index) const |
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| bool | GetQuestIndex (const FUniqueID &QuestID, int32 &Index) const |
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| bool | RemoveQuest (const FQuestInfo &QuestInfo) |
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| void | CheckObjectives (TArray< FString > ObjectiveIDs) |
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| void | CheckAllObjectives () |
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| TArray< FString > | GetQuestsToBeAddedAfterCompletion (const FString &QuestID) |
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| FString | GetQuestName (const FString &QuestID) |
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| TArray< FString > | GetQuestIDs () |
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| TArray< FString > | GetObjectiveIDs () |
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| const FQuestObjectives * | GetQuestObjectivePtr (const FUniqueID &ObjectiveID) const |
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| bool | GetActiveQuest (const FUniqueID &QuestID, FQuestInfo &QuestInfo) |
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| bool | GetIsQuestActive (const FString &QuestID) const |
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| bool | GetIsQuestActive (const FUniqueID &QuestID) const |
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| bool | GetIsQuestActive (const int32 QuestIndex) const |
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| bool | GetQuest (const int32 QuestIndex, FQuestInfo &QuestInfo) const |
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| bool | GetQuestID (const int32 QuestIndex, FUniqueID &QuestID) const |
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| EQuestStatus | GetQuestStatus (const FString &QuestID) const |
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| int32 | GetLevel () const |
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| void | SaveTimes (const UObject *Owner) |
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| void | ResumeQuestsAndObjectives () |
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| void | UpdateQuestDetails (const FQuestInfo &UpdatedQuestInfo) |
| | Check if this is worth doing with this or just putting in GameState component.
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| bool | UpdateObjectiveDetails (const FQuestObjectives &UpdatedObjectiveInfo) |
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| bool | UpdateQuestStatus (FQuestOutcome &Outcome) |
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| TArray< FQuestInfo > | FilterQuests (const EQuestStatus QuestFilter) |
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| bool | IsValid () const |
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