How do I make a simple Quest system?

Part 13: Now the problem here is that the Remove from Parent node is before the delay. What this basically does is have the player spawn in see the text and then have the text immediately disappear on them. We need to text to stick around for a bit by delaying the removal.

          Start by right clicking on   the Remove from Parent node and selecting **"Break Link(s)"**

Part 14: Position the Remove from Parent node behind the delay and connect the Add to Viewport node to the delay and the delay to the Remove from Parent node.

Part 15: Make sure you drag out the Return Value from the Widget Node to the Remove from Parent node. This tells the Remove from Parent node what it is removing.

Part 16: Alright, good job, our first major part is complete. Now we need to set up the next two objectives. Start by going back into your editor and highlighting the first trigger box.

Part 17: Just so you know, the image states “Trigger Box 2” this is only because I added in a trigger box and deleted in in favor of using the Event Begin Play node. So your blueprint may state “Trigger Box 1” and that’s fine.

          Ok, moving on.  Go into your level blueprint again and right click. **Drop down the "Add Event for Trigger Box X"** (X = whatever number your trigger box is)**, then "Collision," and finally "Add on Actor Begin Overlap"

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Part 18: Drag out from the Begin Overlap node and create a new Create Widget node. Choose the second objective widget as the class and make a new Add to Viewport node as well (Remember: ensure you drag out from “Return Value” as that’s the only way to get an Add to Viewport node).

          Alright, so what did we just do?  Well basically, all we said is that when the player enters the Trigger Box, the text will appear (in terms of the blueprint, when the player OVERLAPS the trigger box it will execute out Add to Viewport command).

Part 19: Now what we need is the text to disappear when the player leaves the trigger. So just something to say. Because the player may being blowing through this section ensure that the trigger box to large enough to give the player time to read the text.

          If you really wanted to you could just do what we did to the first objective; when the player enters the trigger have the text drawn to the HUD and after a certain amount of time (delay) remove the text.

          I figured, since you've already seen that way, I'll show you some different (I actually prefer using Overlaps in trigger boxes as its easy to manage).

          Anyway, repeat the steps to get the Add on Actor Begin Overlap node, but instead choose the **"Add on Actor END Overlap"** node.

Part 20: Get yourself a new Remove from Parent node (you can just copy and paste the one we used before) connect the END Overlap node to the Remove from Parent node
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Ensure that the Return Value of the Create Widget Node is connected to the TARGET of the Remove from Parent node**

          What this setup creates is a situation where when the player steps outside of the trigger the text is removed from the HUD.