There is new example project showing Savegame system added to Mission & Objectives.
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Mission & Objectives
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plugin got update to 4.21!Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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How I can detach or remove arrow in this quest graph?
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The same logic for pins is working. So you can simply use Alt + left click like you would normally do in blueprints.Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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And control + left for detach.Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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Originally posted by Tefel View PostAnd control + left for detach.
Rebuild solution in your project or my project fails. Here is the log:
1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>------ Build started: Project: MissionObjectives, Configuration: Development_Editor x64 ------
2>Performing full C++ include scan (building a new target)
2>Creating makefile for MissionObjectivesProjectEditor (no existing makefile)
2>Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
2>D:\Epic Games\Projects\UE_4.20\Engine\Plugins\Marketplace\MissionObjectives\Source\MissionObjectives\MissionObjectives.Build.cs : warning : Referenced directory 'D:\Epic Games\Projects\UE_4.20\Engine\Source\MissionObjectives\Public' does not exist.
2>D:\Epic Games\Projects\UE_4.20\Engine\Plugins\Marketplace\MissionObjectives\Source\MissionObjectivesEditor\MissionObjectivesEditor.Build.cs : warning : Referenced directory 'D:\Epic Games\Projects\UE_4.20\Engine\Source\MissionObjectivesEditor\Public' does not exist.
2>Parsing headers for MissionObjectivesProjectEditor
2> Running UnrealHeaderTool "D:\Epic Games\Projects\MissionObjectivesProject\MissionObjectives.uproject" "D:\Epic Games\Projects\MissionObjectivesProject\Intermediate\Build\Win64\MissionObjectivesProjectEditor\Development\MissionObjectivesProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(107) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(110) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(113) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(116) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(119) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(122) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(130) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/MissionSaveGame.h(38) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/MissionSaveGame.h(41) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/MissionSaveGame.h(44) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOBaseNode.h(29) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOBaseNode.h(60) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOBaseNode.h(72) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOTextNode.h(37) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOTextNode.h(54) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOObjectiveNode.h(31) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOObjectiveNode.h(35) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>EXEC : error : UnrealHeaderTool failed for target 'MissionObjectivesProjectEditor' (platform: Win64, module info: D:\Epic Games\Projects\MissionObjectivesProject\Intermediate\Build\Win64\MissionObjectivesProjectEditor\Development\MissionObjectivesProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""D:\Epic Games\Projects\UE_4.20\Engine\Build\BatchFiles\Build.bat" MissionObjectivesProjectEditor Win64 Development "D:\Epic Games\Projects\MissionObjectivesProject\MissionObjectives.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "MissionObjectives.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
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I assume this is a build log? Interesting, maybe after last changes few days ago. I will look into it as soon as possible.Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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Originally posted by Tefel View PostI assume this is a build log? Interesting, maybe after last changes few days ago. I will look into it as soon as possible.
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Hmm what setup are you using? Developement Editor / DebugGame Editor for win64? Seems Development_Editor x64Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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Originally posted by Say1O View Post
Thx! Plugin works BUT
Rebuild solution in your project or my project fails. Here is the log:
1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>------ Build started: Project: MissionObjectives, Configuration: Development_Editor x64 ------
2>Performing full C++ include scan (building a new target)
2>Creating makefile for MissionObjectivesProjectEditor (no existing makefile)
2>Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
2>D:\Epic Games\Projects\UE_4.20\Engine\Plugins\Marketplace\MissionObjectives\Source\MissionObjectives\MissionObjectives.Build.cs : warning : Referenced directory 'D:\Epic Games\Projects\UE_4.20\Engine\Source\MissionObjectives\Public' does not exist.
2>D:\Epic Games\Projects\UE_4.20\Engine\Plugins\Marketplace\MissionObjectives\Source\MissionObjectivesEditor\MissionObjectivesEditor.Build.cs : warning : Referenced directory 'D:\Epic Games\Projects\UE_4.20\Engine\Source\MissionObjectivesEditor\Public' does not exist.
2>Parsing headers for MissionObjectivesProjectEditor
2> Running UnrealHeaderTool "D:\Epic Games\Projects\MissionObjectivesProject\MissionObjectives.uproject" "D:\Epic Games\Projects\MissionObjectivesProject\Intermediate\Build\Win64\MissionObjectivesProjectEditor\Development\MissionObjectivesProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(107) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(110) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(113) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(116) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(119) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(122) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Mission.h(130) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/MissionSaveGame.h(38) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/MissionSaveGame.h(41) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/MissionSaveGame.h(44) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOBaseNode.h(29) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOBaseNode.h(60) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOBaseNode.h(72) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOTextNode.h(37) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOTextNode.h(54) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOObjectiveNode.h(31) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Epic Games/Projects/UE_4.20/Engine/Plugins/Marketplace/MissionObjectives/Source/MissionObjectives/Public/Model/MOObjectiveNode.h(35) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>EXEC : error : UnrealHeaderTool failed for target 'MissionObjectivesProjectEditor' (platform: Win64, module info: D:\Epic Games\Projects\MissionObjectivesProject\Intermediate\Build\Win64\MissionObjectivesProjectEditor\Development\MissionObjectivesProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""D:\Epic Games\Projects\UE_4.20\Engine\Build\BatchFiles\Build.bat" MissionObjectivesProjectEditor Win64 Development "D:\Epic Games\Projects\MissionObjectivesProject\MissionObjectives.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "MissionObjectives.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
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Plugin got update yesterday so all version 4.19, 4.20, 4.21 should be up-to-date. I checked 4.21 packing process:
********** ARCHIVE COMMAND COMPLETED **********
BUILD SUCCESSFULTwitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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4.21 is submitted with some updates and fixes for Building in Engine module.Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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Great news! Plugin recently got BIG update to fully support multiplayer and savegames for all players.
It provides Saving / Loading system for all clients and server!
I also updated example project so it shows Single Player, Multi Player and CO-OP (soon).
Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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New version of the plugin is in the marketplace and there is new demo to follow. I will record video / tutorial soon. Begging of the next year you can guys expect update for CO-OP mode!Twitter - YouTube
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Minecraft World | Maps Minimaps | Asset Assistant | Templates UMG
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Loving this plugin so far - I have noticed 1 thing though:
Scripted actions cannot access GameplayStatics functions such as "GetAllActorsOfClass". Obviously this can be gotten around by just having a function on the Player Character that calls get all actors of class and then performs the functionality, but I'm wondering whether it would be possible for you to enable this functionality within the scripted actions?
I understand that the scripted actions are UObjects and thus don't inherently have a world. Is it possible for you to create a Blueprint callable function called "GetAllActorsOfClassInPlayer'sWorld" with an input pin for the Player Controller/ Player Pawn as the world context object, and then the function just uses the player's world to get all actors of class and spit them back out as an array in the scripted action?
For instance
Code:void GetAllActorsOfClassInPlayersWorld(APawn* InPlayerPawn, TSubclassOf AActor ActorClass, TArrayAActor& OutActors) { OutActors.Reset(); if (InPlayerPawn && ActorClass) { UGameplayStatics::GetAllActorsOfClass(InPlayerPawn, ActorClass, OutActors); } }
Great work on this plugin btw, I was about to write a similar system when I found your plugin on the marketplace and it saved me time (and it comes with snazzy editor UI for my designers!). I hope you take my suggestion into consideration.
EDIT: For some reason the code tag deletes the AActor in triangular brackets where I'm trying to use it in the function paramsLast edited by AgentMilkshake1; 01-17-2019, 01:31 PM.
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