I got some AI but I try to make them spawn in a zone.
After you kill them all.
A chest that is hidding (visible uncheck).
Become visible, only if all ai in the zone are dead.
I make a blueprint and put the chest not-visible.
I dont know if I should make a trigger volume or if I should make something else.
If you use a blueprint to find or directly reference all of the current enemies in the zone and check if they are dead via bool that is checked on each actor (like isAlive or something similar) or tally the entities remaining till 0, that should be able to handle what you are looking for.
Sounds like genshin’s chest implementation .
There are tons of ways you could do it. One of the ways that I recommend is to get all the reference of your AIs into a set of array inside your Blueprint Tracker class. Then, once one of the AI is dead, call the event inside your Tracker to do the check if all the AI are dead or not.
For each group I’d likely have a little group-manager that controls when, how critters spawn, adds mods to the group, etc.
In this group-manager, I have a list of all the critters it makes. As each critter dies, it can tell it’s owner/manager it did, the mgr updates the list. When the list is empty, spawn the chest.
Now as I want, I can add group-managers to the map instead of individual critters. Part of the exposed properties would be the critters involved, the loot, etc, etc.