Intercepting and Handling Messages from NPCForge Plugin
This guide provides steps to set up message interception from the NPCForge plugin to enable custom handling, such as displaying messages in the game console or on-screen.
Prerequisites
Unreal Engine project with NPCForge plugin integrated.
Basic knowledge of C++ and Unreal Engine's subsystem management.
Step 1: Add NPCForge Dependency
To access NPCForge's functionalities, add it as a dependency in your project's Build.cs
file.
Open
YourProject.Build.cs
.Add
"NPCForge"
to the list inPublicDependencyModuleNames
as shown below:PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "NPCForge" });
Save and rebuild your project to ensure NPCForge is properly included.
Step 2: Include the Message Manager in Your Class
In the class responsible for handling messages, include MessageManager.h
:
#include "MessageManager.h"
This gives your class access to the UMessageManager
subsystem, which will be used to intercept and handle incoming messages.
Step 3: Setting Up Message Interception
To listen for messages from NPCForge, connect to the NewMessageReceivedEvent
event from the UMessageManager
. This event triggers whenever a new message arrives. Here’s how to set it up:
Check if the
UMessageManager
subsystem exists in the game world.Bind a custom handler function (e.g.,
OnMessageReceived
) toNewMessageReceivedEvent
.
Here’s a code snippet for setting up the event binding:
if (UMessageManager* MessageManager = GetWorld()->GetSubsystem<UMessageManager>())
{
MessageManager->NewMessageReceivedEvent.AddDynamic(this, &AMessageDisplayActor::OnMessageReceived);
}
In this example:
AMessageDisplayActor
is the class that will handle the intercepted messages.OnMessageReceived
is a custom function that processes each incoming message.
Step 4: Implement the Message Handler
Define the handler function OnMessageReceived
in your actor or class. The function receives an FMessage
parameter, which contains the message details such as sender, receiver, and content.
Example implementation:
AMessageDisplayActor::OnMessageReceived(FMessage Message)
{
// Display the message in the game's console
UE_LOG(LogTemp, Display, TEXT("FROM GAME: Intercepted Message: Sender=%s, Receiver=%s, Content=%s"),
*Message.SenderID, *Message.ReceiverID, *Message.Content);
}
Explanation:
SenderID
: Identifies the message sender.ReceiverID
: Identifies the intended receiver of the message.Content
: Contains the actual content of the message.
This function logs the message details to the console using UE_LOG
, but you can modify it to display the message on-screen or trigger other in-game actions.
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