I decided to go a different route and just hand make quests widget, objective widget, quests, and objective blueprints. I followed a youtube guide that does this in 3rd person game mode. Following his guide, I had no problem getting the quest log to open and populate in the 3rd person project.
Then, I migrated the blueprints over to an ATTBT project. That’s where the issues start. I think I have narrowed down the cause. In the 3rd person tutorial I followed, he uses the standard ThirdPersonCharacter for some needed code, and to be referenced in all the quest and objective blueprints. I cannot find a separate ThirdPersonCharacter_puppet, it’s just a pawn class that functions differently than the actors that come with the toolkit.
What I’ve tried so far. First, I tried moving code from BP_Unit_anim_character over to ThirdPersonCharacter to try to get 3PC to register to the grid, in the same manner as your tutorial videos about puppets connects Golden to the grid, for example. That didn’t work. 3PC just sits there like a piece of scenery.
Then I moved all the quest coding (J to open journal, and get quests on event play start) from 3PC over to Unit_Anim_Character. The issue I run into here, is that U_A_C is not a pawn, and the coding in the objective and widget blueprints only works for pawns, they wont compile properly when casting to actors. I did notice that the code for J = open quest widget seemed to work in the U_A_C event graph, but the objective widget (inside quest widget) doesn’t populate like it did in the 3PC only game.
So I moved on to moving the same 2 lines of code over to BP_Character_puppet, and changed all references in the other blueprints to reference it. Seems to compile fine, but I still don’t get any data populating my quest widget when i press j. Side note, BP_C_P has its own event start. I assume hooking up the get quests blueprint to the existing event start would work. Assuming BP_C_P is even the right place to put said code. My understanding from watching your tutorials was that puppet only accounts for visual representation, and all game logic was held in the BP_Unit_Anim.
Also, when needing to cast to a player controller, do I need to be casting to PlayerController, or PlayerController_ATTBT?
This is driving me nuts, I’ve spent 20+ hours on it trying to work out every possibility I could before bugging you about it here.