![]() ![]() UFUNCTION( BlueprintCallable, Category = "O" ) UPROPERTY( EditDefaultsOnly, BlueprintReadOnly, Category = "O" ) Virtual void Tick( float DeltaSeconds ) override Called when the game starts or when spawned ![]() Sets default values for this actor's properties Fill out your copyright notice in the Description page of Project Settings.Ĭlass QUESTGAME_API AObjective : public AInfo The header of AObjective goes as follows: Since it is the foundation for a quest, I will first layout and explain AObjective. Both classes are derived from AInfo as they are purely classes of information and do not need to have a transform or collision within the world. AQuest is a container of objectives and does group management of objectives. AObjective is metadata about the quest as well the actual worker when it comes to completing parts of a quest. The following classes to get started on a simple quest framework are AQuest and AObjective, using the UE4 naming conventions for classes. Today I will share all of that code and explain each class as it pertains to the framework. ![]() After looking at the code, I realized it could serve as the basis of a framework for a generic questing system. Lately, I have been working on a simple horror game in UE4 that has a very simple Objective system that drives the gameplay.
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