Quests&Objectives

Save

  1. Bind OnQuestSaveDirty on the Quest Component.
  2. When it fires, call GetSaveData. Then store FQuestSaveData in your save game.
  3. On load, call LoadSaveData with that struct.
Bind Event to On Quest Save Dirty. When it fires, call Get Save Data. Then store it on your save game object.

The plugin does not write to disk. You own the save files.

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.