Looking for some assistance with the implementation of a mission select screen

A bit of a question. I’m thinking of doing a mission select screen with eight initial stages to choose from, possibly also including a replay icon for the tutorial stage that you would play before mission select actually becomes available. Once both the tutorial stage and eight primary missions are completed, a major event occurs in the plot which unlocks a final mission with multiple objectives (say at least three or four, including the game’s final objective.) I looked up the procedures and it appears to be based around widget blueprints, for which I will require some way of getting it to fill the screen for actual use. Controller support is also a requirement as it will be a multiple platform release. Would anyone be able to advise?

You need to add information about which missions have been completed to your save file so that the widget can activate the correct mission selection buttons based on that.
You also need to set the Focusable flag on the buttons so that you can click on them with a gamepad (at least it works for keyboard controls).
But perhaps this option will not work, then you will have to make your own focusing system based on pressing the gamepad buttons (Key Pressed Event)

Thanks for the instructions on that. My only other question is in regard to what I need to do in order to actually display the mission select screen.

Are you having trouble getting the widget onto the screen or how to do something specific with the widget?

It’s the means of getting it to show on screen that I need help with.

Add to Viewport node - to add widget to screen. Of course, it needs to be created before this via the Create Widget node.

OK thanks

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