![]() The key-value pairs sent through the Properties fields should contain keys matching the Achievement ID, and a float value containing the completion percentage, ranging from 0.0 to 100.0 percent. The WriteAchievements function takes one or more Achievement updates and sends them to the online service, resulting in a call to a provided delegate of type FOnAchievementsWrittenDelegate upon completion.Įach update is a reference type containing a single FOnlineAchievementsWrite, which acts as a wrapper around an FOnlineStats object. In addition, during testing, most online services will support resetting a player's Achievements for the game so that testers don't have to make a new account every time they want to perform a fresh test of the game. These IDs can then be used to call GetCachedAchievement with a specific player's FUniqueNetId to check that player's completion percentage for that Achievement, or as a parameter to GetCachedAchievementDescription, which will return the full Achievement description (of type FOnlineAchievementDesc).Īchievements can be unlocked, completely or partially, for a given user.įor example, a player who completes a game might receive a "beat the game" Achievement, while a player who performs a special technique might receive a tenth of a percent of a "perform this technique 1000 times" Achievement. GetCachedAchievements is the best place to start, as it will return an array containing all known Achievement IDs. Once data has been cached, you can examine it with a few function calls. These can be requested through FOnQueryAchievementsCompleteDelegate, which also calls a provided delegate of type FOnQueryAchievementsCompleteDelegate upon completion. Once your delegate (of type FOnQueryAchievementsCompleteDelegate) is called with a successful result, the Achievements' IDs and completion percentages (for that player) will be cached.īefore information about these Achievements can be displayed or used effectively, you will need their full descriptions. ![]() To receive the list of available Achievements, call QueryAchievements with the FUniqueNetId of the player whose information you want. ![]() However, this data is broken into two pieces: The Achievement's ID and completion percentage for a particular player, and the Achievement's description, which is related to the Achievement itself and thus is common to all players. The Online Subsystem provides in-game functionality for using the Achievement system, but does not handle functionality related to creating, deleting, or otherwise modifying the Achievements themselves.Įach online service has its own backend systems to support Achievement management.Īchievement data includes both player-specific data, namely, which Achievements have been unlocked (or partially unlocked) by the player in question, and general data, such as what an Achievement is called, or what icon represents it.Īchievement data is available upon request through asynchronous calls to the online service. Although the term achievements is not common to every online service, the Unreal Engine uses this term to describe this concept and its support systems. ![]()
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