Survival Game Kit Version 2
Getting Quest Map Pro and SGK V2 working together
Please note that, as with all integration tutorials available for Quest Map Pro, this should not be considered an endorsement of the product being covered. These tutorials are provided upon request of the community of customers of Quest Map Pro. It is recommended you do your own research on the quality, support availability, etc. of all products covered before purchasing them.
Setting up Quest Map Pro with frameworks such as SGK v2 will often require a few differences to the standard integration process. In this tutorial we address the different steps required to get Quest Map Pro up and running within SGK v2 so that you can easily work with the two together. Once integrated, all standard Quest Map Pro features should be available to you to use within the project.
This tutorial is done using the version of SGK v2 available in July of 2023. Please note that any future updates made to this system by its developer may require adjustments to this process. Additionally, due to the complexity of SGK v2, this tutorial should be treated as a starting point and additional work may be needed to fully connect the two systems in specific scenarios or use cases. Finally, while Quest Map Pro can be considered a client side system, due to it being primarily a HUD system, it does work as intended under most multiplayer scenarios. A greater understanding of SGK v2 and multiplayer in general may be necessary for ideal functionality under multiplayer environments, particularly in relation to the SGK v2 save system. Again - this tutorial should be treated as a starting point to get base functionality working and built upon as necessary.
Asset Details
View Survival Game Kit v2 on the Unreal Engine Marketplace
View on Orbital Market (What is Orbital Market?)
Brief description (from marketplace page): A multiplayer survival game kit with features like Jigsaw style inventory, equipment, main menu, crafting and weapons.
Youtube Tutorial
The video version of this tutorial is quite similar to the written version. However, the video version may be outdated with small alterations that have happened as a result of the ongoing development of features for Quest Map Pro. With all video tutorials, any alterations to the process will be left as a pinned comment on the video, or just below the embedded video on this page.
Written Tutorial
Step 1: Complete standard Quest Map Pro integration
Complete the standard integration procedure covered in the integration documentation. This process is required to get the systems running within your project, capture the map and so on. Please complete all 5 stages of standard integration outlined on the page linked below.
Step 2: Adjustments to SGK
Now that the standard integration process has been completed, we need to make some adjustments and additions to the SGK logic to account for Quest Map Pro systems. These adjustments primarily focus on ensuring that Quest Map Pro restarts and maintains functionality through death and respawns.
Adjustments to BP_SGKController
Adjustments to BP_PlayerInventory
Step 3: Adjustments to Quest Map Pro
Additional adjustments are also required within the Quest Map Pro manager component to account for some changes necessary when working with SGK v2.
Adjustment to BP_QuestMapPro_Manager
As of version 1.5.3, the steps in the expandable section below are no longer necessary and have been incorporated natively into Quest Map Pro. Versions prior to this will still need these changes applied. To see what version of Quest Map Pro you are using, check out How to check what version of Quest Map Pro you are using.
At this point, you should now have Quest Map Pro up and running and working as intended with SGK v2. Even when the player dies and respawns, etc. the map and compass systems should work as intended, and you can go ahead and customise Quest Map Pro as desired, set up landmarks, hidden objects and so on. The section below will cover the process required to hook up Quest Map Pro to SGK v2's save system, and is based loosely off of the logic covered within SGK v2's own documentation, with additions and changes where necessary to account for Quest Map Pro specific systems.
Integrating Quest Map Pro Save Data
Step 1: Edit the save data struct
Before continuing please note that editing structs within the engine, in some scenarios, can cause major project corruption. Before continuing it is recommended that you save all files and close your project before creating a backup. Once done, reopen your project and do not open any files except the struct that needs to be edited. Once the additions have been made, close the engine once again (saving all files that require saving). This is the best way to minimize the chance of project corruption as it ensures that as few resources are loaded as possible at the times of editing. Struct corruption is rare in recent versions of the engine, but can absolutely still happen and all care should be taken to avoid it.
Step 2: Adjustments to BP_QuestMapPro_Manager
Step 3: Adjustments to BP_SGKSaveGame
Step 4: Adjustments to BP_PlayerInventory
Step 5: Adjustments to BP_SaveSystem
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