Thanks Wes… I’m talking about runtime… Ill elaborate a bit.
My main player Pawn has a variable called ‘CurrentMission’ and this should point to a specific type of Actor. I have this part done.
At certain points in the game, the player can accept a mission ONLY if there is no ‘CurrentMission’ set. So this is why at runtime I need to check to see if ‘CurrentMission’ is set and ‘Branch’ my functionality.
Related to this, once the user has completed the mission, I need to ‘Unset’ the ‘CurrentMission’ variable.
Make sense?
Regards: