Quest Widget
Introduction
The widget displayed for the current quest point
Dependencies
The QuestWidget
relies on other components of this plugin to work:
- Logger: Used to log useful information to help you debug any issues you might experience
Required Widgets
You need to add the following before you can compile the QuestWidget
widget:
Name | Description | Type |
---|---|---|
QuestTitleText | The text block used to quest title | UTextBlock* |
QuestDetailsText | The text block used to quest details | UTextBlock* |
Optional Animations
You can add the following widgets to enable extra functionality:
Name | Description |
---|---|
ShowAnimation | The animation played when the widget is shown |
API Reference
Properties
Property | Description | Type | Default Value |
---|---|---|---|
ShowAnimation | The animation played when the widget is shown | UWidgetAnimation* | nullptr |
Functions
Name | Description | Params | Return |
---|---|---|---|
Show | Show the quest widget | Quest (UQuest*) The current quest Point (int) The current quest point |
|
Hide | Hide the quest widget |
Blueprint Usage
You can use the QuestWidget
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > UI > Show
- Ultimate Starter Kit > UI > Hide
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The QuestWidget
can now be used in any of your C++ files:
#include "USK/Widgets/QuestWidget.h"
void ATestActor::Test()
{
// QuestWidget is a pointer to the UQuestWidget
QuestWidget->Show(Quest, Point);
QuestWidget->Hide();
}