Thank you so much for this. I had to walk away from it for a while to let things soak in and have made it most of the way. The game mode has been successfully re-parented to a c++ game mode class. I successfully created a blueprint node (blueprint pure text) using this guide:
I’m having trouble setting up the code to retrieve the Steam bool function result.
bool BIsDlcInstalled( AppId_t appID );
Here’s what my .h looks like:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameMode_DLC.generated.h"
/**
*
*/
UCLASS()
class MYGAME_API AGameMode_DLC : public AGameModeBase
{
GENERATED_BODY()
UFUNCTION(BlueprintPure, meta = (DisplayName = "Hello World", CompactNodeTitle = "HelloWorld", Keywords = "String Hello World"), Category = Game)
static FText HelloWorld();
};
This is my .cpp file:
#include "GameMode_DLC.h"
FText AGameMode_DLC::HelloWorld()
{
return FText::FromString("Hello World");
}
This is what it looks like before I swap out ftext with the bool function.
Here’s my attempt at inserting the steam function:
.h file
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameMode_DLC.generated.h"
/**
*
*/
UCLASS()
class MYGAME_API AGameMode_DLC : public AGameModeBase
{
GENERATED_BODY()
UFUNCTION(BlueprintPure, meta = (DisplayName = "DLC 1", CompactNodeTitle = "DLC1", Category = Game)
static bool BIsDlcInstalled( AppId_t appID );
};
.cpp file
#include "GameMode_DLC.h"
bool AGameMode_DLC::BIsDlcInstalled()
{
return bool::FromString("DLC 1");
}