How to Ensure Sequential Interaction Logic Between Actors (Fridge → Cutting Board → Cut Meat)?

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.

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