Quest system

I am using this quest system.

My question is i am opening a new level with a box trigger when a character triggers to box collision object. I am using simple onActorBeginOverlap openLevel nodes to open a new level. My question is whenever the new level opens it always shows this saveandload widget and in order to continue playing in this new opened level player have to click new game button to load the level which is not the right behaviour. So how can i skip this window to open only when a new level opens. Right now its like opening a level means a new game which is not right it should just continue without showing this screen. Maybe someone who used this quest system before can help me. Thanks!

I don’t know about this quest system, but what I understand is that you have different Levels in one Game Session, and when you get to a new Level, it opens up a Load/Save Widget, thinking you started a new game session, which you only want to see when actually DO start a new a game session.

I also guess, there’s a blueprint that fires when the new Level opens, and creates the widget on screen.

What you could do,is simply store in a variable whether this is a new game, or the same game with a new level load, and check that variable with a condition BP on level load, so if it’s a new game it will show the load/save widget, if it’s not a new game, then simply do not fire up the create widget BP.

It is all stored on that file. Can you please look at it and help me. I am very beginner. I tried lots of things but could not figure it out

https://drive.google.com/file/d/1AcVSO2nW1eJqdNOPYIuyF4W4UXSBKAwm/view?usp=sharing

Your issue is that you are creating the save widget and adding it to the viewport every time the character is created (Begin Play). The issue here is that a new character is created every time a new level is loaded. Judging by your blueprint your game probably also is paused every time you load a new level too. To solve this issue i would start by eliminating the “set game paused” and everything after the construct node. This should get you the result your looking for without breaking anything. Another thing you could look into later is also moving the construct widget if you so chose to be with the other save widget functionality so it only get created when you first bring up the save menu widget.

Attached you will find a picture of the area i am referring to for the main question. Ignore the errors you see those are just because i don’t have all the references from your game.

Thank you very much for your answer but it didnt work!

I deleted set game paused and set and add to viewport after construct now it doesnt show the save load widget like i wanted but for example there is a npc that gives me quest and to do that i need to go to him and press E button now this doesnt work. I cant interact with him anymore.

Btw you can find all the blueprints in here

I looked into it a little bit this morning and i found that the interaction appears to work but the hud and other things aren’t being initialized. to solve this I’m thinking to either create a menu level where i can call the functionality that was associated with begin play or something similar. Essentially from what i can tell you currently have it scripted so that the hud doesn’t initialize/ be created unless you begin from a saved game. Also because everything (variables and such) is being stored in you player character it is being lost when beginning a new level. So to fix this you may need to save your variables to somewhere like the game instance which isn’t volatile between levels. Ill look into more when i get back from work tonight.

Thank you for your reply! Actually if you can show me the solution to fully eliminate the save and load function without breaking the quest system it will also be fine by me because i dont use it. I am looking forward for your solution. Thank you very much!

So after looking at your project a bit more i’m sorry to say that i don’t think there is an easy solution to the problem. to achieve what i think your looking to would require a major rework of things. What you have now really isn’t a bad start but to say still have the same quests in your log or the same xp when transitioning to a new level you would need to create a way that saves that data to the game instance then automatically loads that save when you get to the new level.

To get you started though if you want to just bypass the load game screen and to have the HUD and the quest functionality to an extent, then all you really need to do is to call the “start Game” event at the end of the begin play string of nodes (ill add a picture below). This will bypass the load screen and initialize the hud but it wont retain information between levels, so when you get to the next level you will be back at player level 1 with no xp. [Titanic Saving Tutorial][1] seems like a good place to start for a basic tutorial on saving that should be of some use.

My apologies that i couldn’t be of more help.

Thank you very much it worked great! I will also look into that tutorial! Thanks again!