spawn/hide and unhide objective

basicaly I wish to have an object hidden at the start of the game and only appear once I get the quest to collect it but i am unsure how to nor can i find a single tutorial explaining anything that can help. heres a few images that might help you understand to help me. Thanks.



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Ok I partially figured it out (go figures) just use the set visibilty node to make it turn invisible and visible but I still need some help with how I cast to a different thing to let it know to turn visible

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So couple of things just as an advice. Since I see that this is something quest/objective/collectible related, there can be many collectibles and casting (hard referencing) can fail after a certain amount in terms of performance.

  • Do overlap enable input on character side. Let’s assume you have a base class of ColletibleBP actor. Have a tag for it on it like “InteractionActor”. on overlap on character → ActorHasTag(InteractionActor)->True->EnableInput for other actor so you don’t have to cast.
  • I see that you used debug key E that doesn’t go into build just to inform you about.
  • So let’s say you will going to communicate between the Interactable and Interactor, use an interface so that you don’t have to cast, you can call interface function to do things like say “OnInteracted” and if you integrate the interface also on character you can update objective over character not in interactable.
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Like Grimnir said, you’d better learn to use the blueprint interface, connect the interface after the quest, and send the notification to your object blueprint.
Learning this will reduce your reliance on “cast to” nodes, which will help performance.

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so from what I can get of this video for that last bit you basically just make a singular point of interacting for the project as a whole and then place the other half where you need to. So you dont have to make heaps of little start things for each blueprint you may connect it to. and also what do you mean for the debug key E?