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LockedIconUrl |
FString |
URL of the icon for this achievement used while it is locked. |
bIsHidden |
bool |
Whether or not this achievement is hidden until it is unlocked. |
StatDefinitions |
TArray<FAchievementStatDefinition> |
The stats that relate to this achievement. |
StatId |
FString |
Unique ID of the stat. |
UnlockThreshold |
uint32 |
Threshold value a user must meet with the associated stat for the achievement to auto unlock. |
AchievementId |
FString |
Achievement this state relates to. |
Progress |
float |
Progress toward unlocking this achievement as a percentage between 0.0 and 1.0. Any value less than 1.0 means that the achievement is locked. A value of 1.0 means the achievement is unlocked. |
UnlockTime |
FDateTime |
If unlocked, the time this achievement was unlocked. |
AchievementId |
String |
ID of the achievement that this unlock rule is associated with. |
Conditions |
List |
List of conditions under which this achievement unlocks. |
StatName |
String |
Name of the stat to associate an unlock threshold for this achievement. |
UnlockThreshold |
Colon delimited Type:Value pair |
A pair of the form <Type>:<Value> where Type is the type of this stat and Value is the threshold value at which this condition is met for this achievement to unlock. |
Code Example: |
[OnlineServices.Achievements] bIsTitleManaged=true !UnlockRules=ClearRules +UnlockRules=(AchievementId=<AchievementId1>, Conditions=((StatName=<StatName>, UnlockThreshold="<Type>:<Value>"), ...)) +UnlockRules=(AchievementId=<AchievementId2>, Conditions=((StatName=<StatName>, UnlockThreshold="<Type>:<Value>"), ...)) ... |
Code Example: |
[OnlineServices.Stats] !StatDefinitions=ClearDefinitions +StatDefinitions=(Name=Total_Distance, Id=0, ModifyMethod=Sum) +StatDefinitions=(Name=Distance_Run, Id=1, ModifyMethod=Sum) +StatDefinitions=(Name=Distance_Swim, Id=2, ModifyMethod=Sum) +StatDefinitions=(Name=Distance_Cycle, Id=3, ModifyMethod=Sum) [OnlineServices.Achievements] bIsTitleManaged=true !UnlockRules=ClearRules +UnlockRules=(AchievementId=Around_the_World, Conditions=((StatName=Total_Distance, UnlockThreshold="Int32:40075000")) +UnlockRules=(AchievementId=Triathlon, Conditions=((StatName=Distance_Run, UnlockThreshold="Int32:10000"),(StatName=Distance_Swim, UnlockThreshold="Int32:1500"), (StatName=Distance_Cycle, UnlockThreshold="Int32:40000")) |
Code Example: |
Engine\Plugins\Online\OnlineServices\Source\OnlineServicesInterface\Public\Online |
Remarks |
See theFunctionssection of theOnline Services Overviewpage for an explanation of function parameters and return types, including how to pass parameters and processing the results when functions return. |
Animation Montage |
You can use Animation Montages (Montages) to combine several Animation Sequences into a single asset and control playback with Blueprints. You can also use Animation Montages to replicate Root Motion animation in network games. |
In addition to building animations with multiple sequences, you can divide montages into Montage Sections, which can be dynamically played back in any order through logic at runtime. You can control the transitions between Montage Sections in the Montage Sections Panel or you can set up more dynamic transition behaviors between Sections by using Blueprints. |
For more information about using Animation Montages in Blueprints, see Editing and Using Animation Montages in Blueprints. |
Within animation Montages, Sequences are organized into Slot Groups and Slots. Several sequences can be stored in a single Slot to produce animations and additional tracks can be created using different Slots. |
By default Sequences that occupy the same Slot and reside in the same Slot Group will override playback of any other sequence when triggered. |
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