Creating a remembering the sequence game

Hello, i am currently designing a game for stroke rehabilitation. I want to make a game where
at the start of the game the user is told to go to different colours in a particular order. I had the idea of putting trigger boxes over these areas. However, i was wondering how to make it so that they have to overlap the triggerboxes in the correct order for the level to finish or if they don’t go in the correct order then a widget will appear saying they were wrong.
I was wondering if anybody had any material about this i could read or had done this before and could help me out?

Thanks for any help.

How about this:

  • create an enumerator representing colours
  • each trigger actor holds a colour value
  • when overlap happens we compare the trigger’s colour to the pre-defined list - an array of enumerators


The above pseudo-script is completely untested but should work, fingers crossed. You will need a couple more elements to make it work, ofc.

Hi @Everynone, thanks for your reply. I really like that way of completing the sequence.

However, I am rather new to unreal engine so i am just a little bit confused about how you created certain steps to get to that blueprint there. Would you mind breaking down what you did to get to that blueprint please?

Also, is that blueprint the level blueprint, triggerbox blueprint or just a new blueprint you created?

And how do i assign the value to each trigger box?

Thanks for your help.

Sorry ive realized that the blueprint is a game mode base.

This is not really the final thing to copy, it will take more than this. This was more of an idea.

Consider the following:

  • enumerator:

  • actor with box collision and and an Instance Editable enumerator variable:

  • populate the scene with those actors, each can now set a colour for itself:

  • and the script could be in the LB:

Whenever overlap happens, we check the colour and compare it the list.


It can actually be anywhere, tbh. Does not need to be in the LB - but if you’re planning on having many levels, it can be OK. Ideally, the above script would be a separate actor - like a manager for the puzzle. So you can drop the manager actor into each level.

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