It is limitation of UObject which is not part of the world. Because all static and function library methods works with world context object it cannot be used.
I implemented providing World for it so now it should support all Static and World blueprint functions!
Going to update plugin soon, enjoy!
I was using your plugin for a while and it works great thanks.
I’m trying to save missions at shipping build. But it seems “SaveMissionsToSlot” function doesn’t create a save slot at “C:\Users"USER”\AppData\Local\Game\Saved\SaveGames" folder.
After purchasing this plugin, I added it to my C++ Project. I did nothing except add it to the project then tried to build the project and I get this warning:
UnrealBuildTool : warning : Module ‘APPFRAMEWORK’ (referenced via Target → MissionObjectives.Build.cs) has incorrect text case. Did you mean ‘AppFramework’?
Yes I can fix it easy by changing it in the MissionObjectives.Build.cs file but The Epic Game Launcher would bug me to update the plugin (changing it back to what is there currently) and I would have no way to know when and if you had actually updated the plugin.
Therefore I am here to ask that you update the MissionObjectives.Build.cs file so that the text case to AppFramework is correct and VS will quit warning me about it.
Please! and Thanks!
I can’t seem to find any documentation on the objective asset and the complete objective by asset. My assumption would be that it is used to contain the eventing and logic to determine if objective is completed, but I can’t seem to assign any objects to the objective asset in the details of an objective. Can you shed some light on this please.