Course: Implementing UI for Level Design

Can you give me a timestamp of where you are seeing this please? My contract with Epic is over, but maybe I can convince them to make a correction or if not, then I can add a small addendum myself.

Also, this course is one of a 4 part series I did for Epic Games that was meant to be presented as the "Level Design Learning Path, but ultimately along with the site re-design that communication was lost over time. The best I was able to do was create a “Showcase” on my user profile: Patrick Haslow | Epic Developer Community

However, the previous courses (including creation of the level used) are listed as pre-requisites in the first video of “Implementing UI for Level Design”. If you are watching “Implementing UI for Level Design” without the others then you will not learn about its creation. Hope this helps!

Video is Creating Objective Markers for Destinations.
9:29 - start of Enable Objective Marker
10:23 - start Reset on Enabled
10:29 - end Reset on Enabled
at this time cursor is right at the node’s exit wire and then segment ends. Maybe it shouldn’t be connected to anything, but how does an empty event work? I’m so lost here.

Ah, thank you. Will go through prerequisites, would be nice to have them as links in overview page imho.

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The issue in the video is that the transition clipped video a few seconds too early. This is the use of that event:

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I’ve made all the corrections posted above but I’m still having the issue of Objective waypoints not appearing. I downloaded the UE-given project files to compare or copy, and no HUD elements are displayed at all on the UE version.

The downloadable project files are not the completed version I demonstrated in the video, so unfortunately there is nothing there to compare and contrast with what is shown in the video.

Hi Patrick,

I’m currently following your Unreal Engine tutorial on scripting player objectives — the one where you’re working in the MillTown_LD level and using Trigger Boxes. I’m stuck trying to replicate the overlap event you created in your Level Blueprint. I’m attempting something similar in my PlayerCharacter Blueprint, but I can’t seem to get the Add Event for TriggerBox like you do.

I’m wondering: did you convert the TriggerBox into a Blueprint class or were you working entirely within the Level Blueprint? Would you recommend keeping logic in the Level Blueprint or creating reusable Blueprint actors for trigger objectives?

Appreciate your work and would love any advice you might have :folded_hands:

Thanks so much,

Ray

Hi sorry I don’t get alerts on posts - but I am curious about your issue and would like to assist.
Can you provide a timestamp and video link please?