Need a way to set constraints to an action plus store multiple levels

Hello everyone, ok so this is a two-part question.

First, I want to use a single SM and Collision on each level to proceed to the next, I know I need an array to store all the levels, but I’m honestly lost on how to set that up. As of right now I just have a new SM for each new level transition.

Second, I want to set constraints to my character, basically have the system check to see if all of the collectables in game have been collected before the sending them to the next level. I’ve seen some tutorials on how to do it for like opening a door, but nothing specified for opening/loading a new level.

Below is some screenshots of the current code I do have.



You could use an array but you could instead give the actor in each level a tag, defining which level to load next:

When the player overlaps it, we load the level:


Ideally, you would use a proper actor with a volume - so you do not need to repeat the script in the Level BP - just drop an actor into each level and have it load the next one using a tag.

Would that work for you?

1 Like

that did help a lot! but I’m not sure how you referenced the collapsed graph node.

This is the current blueprint i have in my transporter.

When i run a print string it shows that it is working but then I receive this error.

this next pic is my view port showing i have the tag labeled correctly. I want to go from my “sandbox” level to the “MainLevel”

• no need for using Other Actor, you’re already inside the correct actor (my example was in the LB).
• what is the tags array for?
• after casting to the player, count the pickups - I assumed that’s where you store the value

I see what i did wrong. I have an event actor begin overlap.
You have an on actor begin overlap. I will switch those out.

I had made the array to assign a tag plus call each level.
But i realize now that i was trying to do two things with one node.
I see that you are using the built-in tags parameter to assign tags to the tranport actor. I will change that as well.

I see i need to call on my 100 snowballs variable to see if all of them have been collected but im unsure how to with that specific node you have in the example you have shown. Im stuck on that part.

The 100 snowball variable is the target the player needs to reach to “win” the do they can move to the next.

This is just an example. You put the code here that retrieves the number of collected items. We don’t know where you count them, I assumed it was in the character BP; if so, drag a wire, get the integer and compare it against desired threshold.