Mission objectives in order

I’m trying to create a mission objective system in order. Similar to this game: Locked in Sewer - YouTube

I just don’t know how to exactly do that.

In my game, the objectives is this:

  1. Find and Pick up Gas Can

  2. Find and Fill up Generator 0/6

and I want to design is so after each Generator is filled up, the number increases from 0.

Similar to the link I showed. Any help?

You want to create some sort of data structure where you can keep track of the state of the objectives. You probably use gameplay attributes and gameplay effects with tags to accomplish that

Hey @AdamFabrizio!

To add on a bit more to what @UncleTron explained, check out these non-epic affiliated tutorials to help get you started, hopefully in the direction you are looking for:

I hope the above is the solution you need!

Hello!

So, for the item with the collision box that will display the current objective, I would have to add that to my generator BP?

Because If I do, then where would I have to put it? I already have a collision box that displays the widget to fill up the generator.

I tried adding another collision box with the BP from the second video you added, but the collision box would instead destroy the actor (Generator) instead of displaying the objective.

Hey @AdamFabrizio!

The above were examples to get you started. Can you provide some more context as to what you are trying to achieve and what is going wrong? It’s a bit hard to tell with the context provided, as we were talking about the objectives specifically before. Screenshots are always welcome.

Any additional specifics or information you can provide may go a long way in solving your problem!

Hello! Big Update on the Objective system.

I watched Matts video, then I watched another video because that video helped me with tallying up the number for number of generators filled.

This video: Collect 'X' Items To Win / Open A Door | Collectable System - Unreal Engine 4 Tutorial - YouTube

(I tweaked around with the BP in this video and made it so it’s only increasing the number when the generator progression bar is filled up.)

I then went back to the video for the objectives you sent me and here is the result:





Here are a few pictures to help get a better insight at what I did.

But now, I want to design it so after the last generator is filled, the next objective triggers with objective to either:

  1. Turn on Power

OR

  1. Escape

OR

  1. Turn on power

  2. Escape

1 Like

Hey @AdamFabrizio,

It would be the same concept as when you first set your objectives. Clear/remove your current objectives or widget and replace it with the ones you need. Are you having trouble doing so?

Hey again,

Yeah I’m having trouble doing that.

I followed Matts video up above for the objective box triggers. And I’m gonna design my game so for the first two box triggers will be walk-ins.

That will be for triggering the first objective to find the gas can, and the second will be on the gas can, triggering the next objective to fill up 6 or 8 generators. (I’m still deciding on the number of generators to add)

But I want to design either the generator, or the objective trigger box so after the last generator is filled, it triggers the last objective to escape.

I decided to have the last objective be just escape the room rather than adding an additional.

Is there something I need to change in the generator actor? Or do I just need to add a trigger box to a random generator? Because I don’t know how that would work.

feel like I have to add more to this widget event graph since this is the one that triggers the amount of generators fill up after holding down ‘LMB’ to fill up the generator?

Or do I do that in the generator actor?

I suggest you do that in the generator or have 1 actor keep track of the status of the generators and also generate a text to update the UI or quest class.

1 Like