I was just wondering if someone could tell me how I would create a journal with objectives in it. Once a player completes the quest shown the next one would become visible. I want it so only the active quest is shown along with the description. I have created the journal design on paper but I am not sure how I would get his into unreal. Can someone please help me? I have been trying to find tutorials but I can’t seem to find what I want.
In UE4 it’s the UMG that handles screen interface which is composed of multiple widgets interacting with each other. If you’re not familiar with the system, your best bet is to look at at least [the first 3 guides here][1].
While there seems to be quite a bit of [journal / quest tuts available on YT][2], I’m not sure which suits your needs the best since I completed none of them. Do consider scrubbing through a few and see if anything resembles closely what you’re after. edit: seems, you’ve tried that.
On the most fundamental level, you will need 2 widgets. One that represents the journal and another one that represents the quest itself. The basic logic loop would look something like this:
It can actually be as simple as that but can also grow in complexity as UI often does
Do tell if that helped at all.
Just to clarify: it’s up to you to decide what happens when the HasBeenCompleted is called here. The target widget may remove self from the parent and the journal will overwrite the reference. This way you will always have only 1 quest showing up - in case you do not care about previous entry.
On the other hand, it kind of defeats the purpose of keeping a journal which is supposed to store past events.