I’m designing a story-driven game in Unreal Engine using Blueprints. To manage story progression, I’m planning to use the Game Instance to track and control the current state of the narrative.
Here’s how I envision the system:
- The player, using a third-person character, interacts with an NPC to start a conversation.
- When the conversation ends, an interface call sends a notification to the Game Instance, informing it that the dialogue is complete.
- The Game Instance then updates the story state and activates the next objective — for example, enabling interaction with three items placed in the level.
- Once the player collects all three items, the items communicate back (again via interface or direct call) to the Game Instance to confirm completion.
- The Game Instance then triggers the next event in the story, such as making another NPC interactable or unlocking a door.
This setup means the Game Instance acts like a story state manager — receiving updates from various actors (like the player character or item pickups), and then controlling what becomes interactable next.
I’m wondering:
- Is this an appropriate use of Game Instance?
- The communication between Game Instance and various actors (player, NPCs, item Blueprints) will increase — is this an expected architecture for story/event progression in Blueprint?