Objective: Eliminating actor and open Chest (Put those releant assets in the scene)
Open S_QuestObjective structure, add follow 2 variables:
Go to BP QuestGiver, S Quest variables, see if in Details, the objectives show Actors to Eliminate and Chest To Open. Need to complie before seeing them
In the scene, select the QuestGiver, Default → Quest → Index 0 → Objectives
name the objectives in Name/Aim, and add array elements in ObjectivesEle
(P.S. not do in QustGiver BP as it can’t reference)
Objective 1: Eliminate actors:
Put the actors/enemies need to eilminate in the scene.
Add array elements in Actors To Eliminate
Use dropper to choose them to each index
Open BPC Quest (a BP component attach to player for which objective are doing)
Add custom event Eliminate Enemy/actor (add input),
create the graph as below:
P.S. Remove node choose Remove item
Drag out from Array element as below, choose SEt by Ref Var to create the node
Contiinue finish the graph as:
Go to the BP enemy/actor
Extend the graph from what the actor will be destroyed/died as:
Go to BPC Quest, add a print
(on next episode, thiis part doens’t work)
Update a UI of WB Quest HUD, graph
add custom event Completed objective
Go to WB QuestObjective, add variable S Quest Objective:
Back to WB QuestHUD, add set objective variable from Create WB Quest Objective Widget
Connect its objective to for each loop array element
For the completed objective custom event, add input objective,
then connect graph as below:
To BPC Quest agian, add Quest HUD widget variable and completed objective node before print string, connect its objective to for each loop array elelment