Thank you very much. I feel like I’m starting to get the idea now.
It seems better to manage progression states using variables inside the BP_SaveGame
.
The method shown in the image I was referencing may be easier in terms of access, but it only supports one specific case.
Since I will need to reference various things in the future, I realize now that it’s probably not a good idea to continue using that approach.
Also, I’m sorry if my understanding is still shallow, even though you’re explaining everything so clearly.
I still can’t quite visualize how to smoothly connect “Talk to NPC” and “Leave apartment”.
For example, I was thinking like this:
After talking to the NPC, the BP_NPC
sends a flag to BP_SaveGame
, and then BP_SaveGame
sends a message to BP_OpenDoor
.
But now I understand that the BP_SaveGame
event graph itself is not used directly.
Instead, you create a SaveGame object (using Create Save Game Object
), assign your custom BP_SaveGame
class to it, and then save the current progression state (like a step counter or flag).
Then, when the player talks to the NPC, you save “Step = 1” to the SaveGame.
Later, when the player interacts with BP_OpenDoor
, it loads the save slot and reads the progression step.
If it sees “Step = 1”, then it allows the door to open.
Is that the correct way to structure the logic?
If I’m thinking about this all wrong, I sincerely apologize.
I truly appreciate that someone like you is taking the time to help a beginner like me. Thank you so much.