I want to add trigger boxes in my game that don't activate until a certain point in the game. Do I use some kind of boolean, or create a map that loads new boxes?

To make it more clear, I’m new to Unreal and can’t find a video to help, but I want to have trigger boxes that activate certain things (lights going off, etc) but I’m unsure how to change it so it won’t trigger until a certain point. So if I have one at the front door, I don’t want it to be when he enters, but maybe 30 minutes into the game when they leave instead? Hopefully I’ve made that a little understandable, but can someone help because I can’t find an answer online

Hey @WellKnownTV! Welcome to the forums!

So this is something you will want to be in the Level Blueprint. You can call things in the LBP that are in the level - in this case a collision volume (trigger box). You can have the box have a boolean that can activate or deactivate said box, (by using a branch activated true/false by that boolean).
In the LBP, when something happens, you can call those boxes and set their boolean that allows them to work to True. :slight_smile: You just need some sort of additional trigger to activate an event or function to do so, on the Level blueprint itself. :smiley:

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Hey @WellKnownTV! Welcome to the Forums!

To add on a bit more to what @Mind-Brain has explained above, if you are planning to move from level to level, these variables can be saved using a game instance. So if your main level is a hub world for example, if you need to move to a different map to get another plot point or item to progress, you can come back to this level and still update as intended.

Check out this non-Epic tutorial showing a basic example of how to use game instances:

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Thank you so much for this! I thought it was a boolean but wasn’t too confident on how to do it, but this helps a lot! :slight_smile:

Thank you for sending this video link, I was thinking of doing this if nothing else worked, and now I can use both methods, so thank you :smiley: