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Quill
Quillscript Function Library
This library offers a set of specialized tools and features for Quillscript Plugin users, enabling efficient coding, automation, and customization within your Quillscript-powered projects.
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Script
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Play Script
Initiate the execution of a Quillscript asset.
WorldContextObject: ref
Script: ref[QuillscriptAsset]
(Omittable) StartingLabel: Name
(Omittable) Target: ref // Object referenced by this Script as {&Target}
// Get a script reference.
$ ^Quillscript.Quill.GetScriptById MyScriptId
// Play script.
$ ^Quillscript.Quill.PlayScript {&ReturnValue}
// End current script. (Optional)
$ End
Notice that this process produces the same result as the $ Travel built-in function and is useful only if you need extra control of the code behavior or order.
#include "Utils/Quill.h"
...
UQuill::PlayScript(WorldContextObject, UQuill::GetScriptById("MyScriptId"));
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Play Script Using Custom Settings
Play the given script using a custom set of settings passed as a parameter to this function. It allows you to fine-tune the behavior of the script execution according to your specific requirements.
WorldContextObject: ref
Script: ref[QuillscriptAsset]
Settings: ScriptSettings
(Omittable) StartingLabel: Name
(Omittable) Target: ref // Object referenced by this Script as {&Target}
#include "Utils/Quill.h"
...
// Configure custom settings.
FScriptSettings Settings;
Settings.EnableInputDuring = EPicker::No;
Settings.ShowMouseCursorAfter = EPicker::Yes;
// Play script using custom settings.
UQuill::PlayScriptUsingCustomSettings(
WorldContextObject,
UQuill::GetScriptById("MyScriptId"),
Settings
);
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Start Script
Same as
WorldContextObject: ref
Script: ref[QuillscriptAsset]
(Omittable) StartingLabel: Name
(Omittable) Target: ref // Object referenced by this Script as {&Target}
// Get a script reference.
$ ^Quillscript.Quill.GetScriptById MyScriptId
// Start script.
$ ^Quillscript.Quill.StartScript {&ReturnValue}
// End current script. (Optional)
$ End
#include "Utils/Quill.h"
...
UQuill::StartScript(WorldContextObject, UQuill::GetScriptById("MyScriptId"));
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Start Script Using Custom Settings
Same as
WorldContextObject: ref
Script: ref[QuillscriptAsset]
Settings: ScriptSettings
(Omittable) StartingLabel: Name
(Omittable) Target: ref // Object referenced by this Script as {&Target}
#include "Utils/Quill.h"
...
// Configure custom settings.
FScriptSettings Settings;
Settings.EnableInputDuring = EPicker::No;
Settings.ShowMouseCursorAfter = EPicker::Yes;
// Start script using custom settings.
UQuill::StartScriptUsingCustomSettings(
WorldContextObject,
UQuill::GetScriptById("MyScriptId"),
Settings
);
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Resume Script
Continue the execution of a Quillscript from the last saved state entry in the script's history. It enables you to pick up the script where it left off, making it useful for scenarios where you need to maintain script continuity or when the game was saved during a script play and need to continue from that point.
WorldContextObject: ref
Script: ref[QuillscriptAsset]
// Get a script reference.
$ ^Quillscript.Quill.GetScriptById MyScriptId
// Play script.
$ ^Quillscript.Quill.ResumeScript {&ReturnValue}
// End current script. (Optional)
$ End
#include "Utils/Quill.h"
...
UQuill::ResumeScript(WorldContextObject, UQuill::GetScriptById("MyScriptId"));
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Parse Script
Takes a Quillscript language valid string as input and converts it into a Quillscript asset. This is particularly useful when you need to dynamically create or modify scripts at runtime, or when you allow modders or user to create their own scripts.
You can also specify a permission mode to control the script's behavior. See Permissions for more details.
Text: string
(Omittable) Permission: PermissionMode [ All, Safe, Sandbox ]
// Get a valid Quillscript language string.
$ :QuillscriptLanguageValidString := '$ x = 1'
// Create script object reference.
$ ^Quillscript.Quill.ParseScript {:QuillscriptLanguageValidString}
// Play created script.
$ ^Quillscript.Quill.PlayScript {&ReturnValue}
// End current script. (Optional)
$ End
#include "Utils/Quill.h"
...
const TObjectPtr<UQuillscriptAsset> Script{ UQuill::ParseScript(QuillscriptLanguageValidString, EPermissionMode::Sandbox) };
UQuill::PlayScript(WorldContextObject, Script);
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Get Scripts
Retrieves a list of all available Quillscript script assets within your project. This can be useful when you need to access and manage multiple scripts programmatically.
$ ^Quillscript.Quill.GetScripts
#include "Utils/Quill.h"
...
TArray<UQuillscriptAsset*> Scripts{ UQuill::GetScripts() };
for (auto Script : Scripts)
{
// Implementation.
}
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Get Script by Path
Retrieve a specific Quillscript asset by providing its path within your project. This function simplifies script asset retrieval, making it easy to access the script you need for execution or manipulation.
Path: string
// Get a script reference.
$ ^Quillscript.Quill.GetScriptByPath /Game/Path/To/MyScript.MyScript
// Play script.
$ ^Quillscript.Quill.PlayScript {&ReturnValue}
// End current script. (Optional)
$ End
#include "Utils/Quill.h"
...
const TObjectPtr<UQuillscriptAsset> Script{ UQuill::GetScriptByPath("/Game/Path/To/MyScript.MyScript") };
UQuill::PlayScript(WorldContextObject, Script);
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Get Script by Id
Retrieve a Quillscript asset by its unique identifier (Id). Keep in mind that this function may have performance implications in projects with a large number of assets. Use it when you need to specifically locate a script by its Id.
Id: name
// Get a script reference.
$ ^Quillscript.Quill.GetScriptById MyScriptId
// Play script.
$ ^Quillscript.Quill.PlayScript {&ReturnValue}
// End current script. (Optional)
$ End
#include "Utils/Quill.h"
...
const TObjectPtr<UQuillscriptAsset> Script{ UQuill::GetScriptById("MyScriptId") };
UQuill::PlayScript(WorldContextObject, Script);
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Find Script
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Is Script Playing
Checks whether a specified Quillscript script is currently playing.
WorldContextObject: ref
Script: ref[QuillscriptAsset]
$ ^Quillscript.Quill.GetScriptById MyScriptId
$ ^Quillscript.Quill.IsScriptPlaying {&ReturnValue}
if: {$ReturnValue} == on
// Do something
endif
#include "Utils/Quill.h"
...
const TObjectPtr<UQuillscriptAsset> Script{ UQuill::GetScriptById("MyScriptId") };
if (UQuill::IsScriptPlaying(WorldContextObject, Script))
{
// Implementation
}
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Is Any Script Playing
Checks whether any Quillscript script is currently playing.
WorldContextObject: ref
$ ^Quillscript.Quill.IsAnyScriptPlaying
if: {$ReturnValue} == on
// Do something
endif
#include "Utils/Quill.h"
...
if (UQuill::IsAnyScriptPlaying(WorldContextObject))
{
// Implementation
}
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Make Permissions List
Generates a list of script permissions based on the specified permission mode. This function is helpful when you need to create a list of permissions for your scripts programmatically, allowing you to control the behavior of the scripts according to your permission requirements.
See Permissions for more details.
PermissionMode: PermissionMode [ All, Safe, Sandbox ]
// Get a script reference.
$ ^Quillscript.Quill.MakePermissionsList Sandbox
#include "Utils/Quill.h"
...
TArray<EPermission> Permissions{ UQuill::MakePermissionsList(EPermissionMode::Sandbox) };
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Set Script Play Counter
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Reset Script Play Counter
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Interpreter
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Create Interpreter
Spawn an interpreter actor. It is recommended to use this method instead of manually spawning an interpreter actor.
WorldContextObject: ref
(Omittable) InterpreterClass: SubclassOf[QuillscriptInterpreter]
$ ^Quillscript.Quill.CreateInterpreter
#include "Utils/Quill.h"
...
const TSubclassOf<AQuillscriptInterpreter> InterpreterClass{ LoadClass<AQuillscriptInterpreter>(nullptr, TEXT("/Game/Path/To/MyInterpreter.MyInterpreter_C")) };
const TObjectPtr<AQuillscriptInterpreter> Interpreter{ UQuill::CreateInterpreter(WorldContextObject, InterpreterClass) };
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Get Interpreters
Retrieve all instantiated interpreter objects in the specified world context.
WorldContextObject: ref
$ ^Quillscript.Quill.GetInterpreters
#include "Utils/Quill.h"
...
TArray<AQuillscriptInterpreter*> Interpreters{ UQuill::StartScript(WorldContextObject) };
for (auto Interpreter : Interpreters)
{
// Implementation.
}
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Get Network
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Variables
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Quillscript Variable Exists
Check the existence of a Quillscript variable with a specified name. This function is particularly useful when you need to determine whether a specific variable is defined.
WorldContextObject: ref
VariableName: name
// Store result in {$ReturnValue}.
$ ^Quillscript.Quill.QuillscriptVariableExists VariableName
#include "Utils/Quill.h"
...
if (UQuill::QuillscriptVariableExists(WorldContextObject, FName("VariableName")))
{
// Implementation.
}
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Get Quillscript Variable
Retrieves the value of a Quillscript variable with the specified name. If the variable does not exist, it returns "off" as a default value.
WorldContextObject: ref
VariableName: name
// Store result in {$ReturnValue}.
$ ^Quillscript.Quill.GetQuillscriptVariable VariableName
Notice that this produces the same result as using the variable directly like
$ x = {VariableName}
But this is useful to get a variable using a dynamic name.
$ ^Quillscript.Quill.GetQuillscriptVariable {dynamicName}
#include "Utils/Quill.h"
...
// Macro (Only inside an UObject method)
FString VariableValue{ VAR("VariableName") };
// Function call.
FString VariableValue{ UQuill::GetQuillscriptVariable(WorldContextObject, FName("VariableName")) };
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Get Quillscript Number
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Get Quillscript Switch
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Set Quillscript Variable
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Set Quillscript Variables
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Increment Quillscript Variable
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Delete Quillscript Variable
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Replace Quillscript Variables
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Set Temporary Variables
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Rename Quillscript Variable
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Is Constant
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Get All Project Globals
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Add Script Reference
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Remove Script Reference
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Remove Script Reference by Name
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Clear Null Script References
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Register Variable Modifier
Register a variable modifier.
When a Quillscript variable value is requested, the delegate event is played before retrieving the value, allowing the code to modify the variable value beforehand or to play some required code.
VariableName: name
Delegate: event
#include "Utils/Quill.h"
...
FVariableGetDelegate OnVariableGet;
OnVariableGet.BindDynamic(MyObject, &UMyObject::MyFunction);
UQuill::RegisterVariableModifier(this, "HasCheckpointFinished", OnVariableGet);
void UMyObject::MyFunction(const FName& VariableName, const FString& VariableValue)
{
// Implementation.
}
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Unregister Variable Modifier
Unregister a variable modifier.
VariableName: name
#include "Utils/Quill.h"
...
UQuill::UnregisterVariableModifier(this, "VariableName")
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Save
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Refresh Quillscript
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Save Game and Story to Slot
This function behaves the same as the native Save Game to Slot, but additionally injects Quillscript data to the save game file.
Saves game data and Quillscript data to a specified save slot. The function returns true if the save operation is successful, and false otherwise.
WorldContextObject: ref
SaveGameObject: ref[SaveGame]
SlotName: string
UserIndex: number
// Save game and Quillscript data to 'MySlot'.
$ ^Quillscript.Quill.SaveGameAndStoryToSlot {&SaveGame} "MySlot" 0
#include "Utils/Quill.h"
...
TObjectPtr<UMySaveGame> SaveGame{ Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass())) };
UQuill::SaveGameAndStoryToSlot(WorldContextObject, SaveGame, "MySlot", 0);
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Load Game and Story from Slot
This function behaves the same as the native Load Game from Slot, but additionally extracts Quillscript data from the save game file and update Quillscript subsystem with the extracted data.
Returns a Save Game object containing the loaded data.
WorldContextObject: ref
SlotName: string
UserIndex: number
// Load game and Quillscript data from 'MySlot'.
$ ^Quillscript.Quill.LoadGameAndStoryFromSlot "MySlot" 0
#include "Utils/Quill.h"
...
UQuill::LoadGameAndStoryFromSlot(WorldContextObject, "MySlot", 0);
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Resume Game and Story from Slot
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Pipes
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Evaluate Quillscript Expression
🚧 Under construction 🚧
Please refer to the in-engine documentation
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Picker to Boolean
🚧 Under construction 🚧
Please refer to the in-engine documentation