Quest System (with BP provided, UE4)

Active Quest Selection (Pt3)



Continue from part 2, add Secondary text layer in Quest WB (tick as variable)
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In graph, make Select string (if true, become A (Secondary) , if false become B (Main)
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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:
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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
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add
add in graph:
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And add Event Construct, set visibility hidden:
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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:
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Add variable called SelectQuest,
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Add an input called Quest in Select Quest custom event
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Connect as follow:
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Open WB Quest Slot
Add vairable Quest, put in below:
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In WB Quest Giver, add the Set Quest node:
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Rename the text in button Select Quest in Designer, tick as variable
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Back to graph:
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Now upon click on Select Quest button, the text on button changes to “Quest Active”

In WB Quest Giver, add variable: Quest Giver BP
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Go to BP Quest Giver, Add Quest Widget variable in follow new graph:
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Also add an custom event connect to remove from parent node
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Go to WB Quest Giver, extend the click Quest button node by:
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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
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Add variable in the component:
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Connect Player to have information of the active Quest:


Go to 3rd person character BP, add BPComponet_Quest in component
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Back to WB Quest Giver, add below:
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Add a new Widget called WB_QuestHUD
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Rename the text and tick as variable

Go to BPComponent_Quest graph:
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Also add custom event and set below:
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Go to WB Quest Giver. add below Set Active Quest before Delay node
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Now after talk to Quest Giver and activve Quest, the quest will remained on the L corner
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