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Mission & Objectives

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    #46
    This is not a plug in that you can use in your own project, due to there being no documentation.
    it is an example project that could be expanded and edited, however that does not entitle it to be marketed as a PLUGIN

    Over 8 weeks I have requested the vendor provides details of how to integrate into my project, documentation was promised multiple times and nothing.

    I have watched and used Tefel ( vendor) videos for years and found them to be good, so trusted the guy.
    Bad move.... another MP waste of money

    Sly

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      #47
      Updated documentation http://bit.ly/MissionObjectivesDocumentation
      This will get even more details soon, but for now basic info how to integrate it to existing project and setup first mission.

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        #48
        Plugin is now available in the marketplace with 70% discount! Thanks to BLACK FRIDAY SALE!
        https://unrealengine.com/marketplace/mission-objectives

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          #49
          Click image for larger version

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          https://unrealengine.com/marketplace/mission-objectives

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            #50
            Hello! Is it possible to wait for enemy destroyed with this plugin as an objective? An does it have markers?

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              #51
              Originally posted by sora_haze View Post
              Hello! Is it possible to wait for enemy destroyed with this plugin as an objective? An does it have markers?
              Of course objective can be triggered by absolutely everything. You can trigger it manually based on conditions - waiting for enemy destroyed, collecting things, going somewhere etc. There are actually no limits.

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                #52
                New version was submitted on the 6th of May. Still has pending File Update, hopefully will be updated soon.
                Last edited by Tefel; 05-12-2020, 03:20 AM.

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                  #53
                  Plugin available in the marketplace for -70% price. Summer Sales
                  http://unrealengine.com/marketplace/mission-objectives

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                    #54
                    You can grab 50% discounted plugin during marketplace July Flash Sale
                    https://unrealengine.com/marketplace/mission-objectives

                    Click image for larger version

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                      #55
                      Mission & Objectives got some useful updates like this one:



                      You can now access node directly when executing Scripted Action. There is also way of checking what was the reason - activation of node or completion of objective.

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                        #56
                        I used some suggestions from Our fantastic community and implemented new features, so expect new update soon in the marketplace. It was just submitted.
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                        above example scripted action with trigger reason, access to mission directly and indirectly from Node!

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                          #57
                          Example project is also updated, it was Version11 update https://drive.google.com/file/d/10RP...ew?usp=sharing

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                            #58
                            There is new video for the plugin, how to integrate Missions to Your own game!

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                              #59
                              I've had an error while compiling MissionObjectives for 4.25, here is what I had to change

                              For compile in 4.25: MissionObjectives/Source/MissionObjectivesEditor/Private/FMissionObjectivesEditor.cpp

                              Code:
                              #include "Subsystems/AssetEditorSubsystem.h"
                              Edit from line 538

                              Code:
                              void FMissionObjectivesEditor::InitMissionObjectivesEditor(const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UMission* PropData) {
                              
                              // Initialize the asset editor and spawn nothing (dummy layout)
                              UAssetEditorSubsystem UES;
                              UES.CloseOtherEditors(PropData, this);
                              PropBeingEdited = PropData;

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                                #60
                                Is it possible for this to be used on android platforms too?

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