Quests&Objectives

Save

  1. Bind OnQuestSaveDirty on the authority Quest Component.
  2. When it fires, call GetSaveData. Then store FQuestSaveData in your save game.
  3. On load, call LoadSaveData on the server before or as the player joins.
Bind Event to On Quest Save Dirty. Run this on authority, not on a remote client. When it fires, call Get Save Data.

LoadSaveData on a non-authority machine is ignored. Clients receive state through replication.

Fail-timer remaining syncs to the owning client. That sync does not mark save dirty.

Build the tracker and log on the HUD page for this mix.

The sample project stores FQuestSaveData in UQESaveGame. That class is sample code. It is not part of the plugin.