I’ve been pouring through tutorials on quest set ups, triggering different stages of the quest, updating events, etc. But it seems the only way I can get it to work is by setting specific actors in a level as a “checkpoint”
Have an NPC who begins a fetch quest of Item X, you go to Item X (which is placed in the level itself), overlapping with Item X triggers the next step of the quest (and dialogue system / page), you return to the NPC and they reward you / quest complete.
This works, but requires me to recreate this scripting every time (like for item X, Y, or Z) and it all lives in the level blueprint. Ideally, I would like this to exist in the NPC itself and the item is just set as a variable. However, if I try this and just set a variable as a reference to the item itself, overlapping with it in the level doesn’t register. Is there an efficient way to have this item register while living as a variable inside of a character?