How to Create Multiple Interactions with Different Results for One Actor in Unreal Engine?

Hi everyone,

I’m currently working on a horror game in Unreal Engine, and I have a question about creating multiple instances of an actor that have different outcomes based on player interaction. Specifically, I’m looking to implement a note system where the player can interact with various notes scattered throughout the game.

For example, I want to have different notes, such as “Diary 1” and “Diary 2,” and when the player interacts with them, they should receive unique results based on the specific note they’ve chosen.

How can I achieve this? Should I use different blueprint instances for each note, or is there a more efficient way to handle this within a single actor? Any guidance or examples would be greatly appreciated!

Thank you!

You only need to write one note blueprint. But, yes, instances of this one BP will be scattered around the level.

The player can talk the the note BP with an interface, and say something like ‘interact’.

The note can then talk back to the player, and say something like ‘you know where the key is now’.

How exactly your generalize the process where the note passes info back to the player really is up to you. Various ways include

  1. A string or word
  2. Enumerated type
  3. Data table row ID

and so on… :slight_smile:

Hi,

Can you clarify one piece of this: Are you looking for each Diary Entry to be unique, but they’re still a fixed value or do mean that the Entries will change based on what a Player does?

For example, let’s say we Set these values…

Entry 1 = “Hello World!”

Entry 2 = “I love dogs.”

Will Entries 1 and 2 always have that text or is it a situation where if a Player, say, pets a cat then when they pick up Entry 2 it will read: “I love cats.” If they feed a goose it will say “I love geese.” And so on.

Do the Entries change based on Player choice or are the Entries fixed to one value (no matter what Entry 2 will always say “I love dogs.”) throughout the whole game?