Continue from part 2, add Secondary text layer in Quest WB (tick as variable)
In graph, make Select string (if true, become A (Secondary) , if false become B (Main)
Now all quest default as Main, to make some of them as secondary, set them in BP Quest Giver, Quest variable, tick Secondary box in wanted array index:
To make Quest details only show after click on Quest available option:
On the R hand side Canvas Panel, rename as Quest Details Panel, tick as variable
add in graph:
And add Event Construct, set visibility hidden:
Assign and activate a Quest upon clicking on Select Quest button in WB QuestGiver
Choose on Clicked at Select Quest button variable in the WB Quest Giver graph:
Add variable called SelectQuest,
Add an input called Quest in Select Quest custom event
Connect as follow:
Open WB Quest Slot
Add vairable Quest, put in below:
In WB Quest Giver, add the Set Quest node:
Rename the text in button Select Quest in Designer, tick as variable
Back to graph:
Now upon click on Select Quest button, the text on button changes to “Quest Active”
In WB Quest Giver, add variable: Quest Giver BP
Go to BP Quest Giver, Add Quest Widget variable in follow new graph:
Also add an custom event connect to remove from parent node
Go to WB Quest Giver, extend the click Quest button node by:
Now after click Quest active button, the Quest menu will close and player can start the quest mission
Create a new BP Actor Component called BPComponent_Quest
Add variable in the component:
Connect Player to have information of the active Quest:
Go to 3rd person character BP, add BPComponet_Quest in component
Back to WB Quest Giver, add below:
Add a new Widget called WB_QuestHUD
Rename the text and tick as variable
Go to BPComponent_Quest graph:
Also add custom event and set below:
Go to WB Quest Giver. add below Set Active Quest before Delay node
Now after talk to Quest Giver and activve Quest, the quest will remained on the L corner