Hi, I’m working on a system in Unreal Engine 5 using Blueprints where the player interacts with objects in a specific order. Here’s what I have:
- Meat in Fridge (Actor A):
– When interacted with, the meat is removed (destroyed) from the fridge. - Cutting Board (Actor B):
– When interacted with, if the player has already picked up the meat, the meat appears on the cutting board. - Meat on Cutting Board (Actor C):
– When interacted with, it turns into cut meat (swaps or replaces the actor).
Each of these is a separate Blueprint Actor.
Now, I want to make sure the player follows this sequence in order:
→ Take meat from the fridge
→ Place it on the cutting board
→ Then cut it with a knife
My Question:
What is the best way to manage this sequence logic between Blueprint Actors?
How can I prevent the player from interacting with the cutting board before taking the meat, or from cutting the meat before placing it?
Should I use a central manager (like a GameMode or GameInstance), interfaces, or variables on each actor? What would be a clean and scalable way to implement this kind of interaction sequence?
Thanks in advance!