Unreal engine 4 rpg tutorial12/17/2022 ![]() For instance, when a player starts a quest, a nice sound plays - like a chime - and the QuestStartDescription text is written to the player's HUD and a journal implementation. There are several user-friendly properties such as a USoundCue, FName, and FText types that help give audio visual feedback to the player. The Objectives property is a simple way to configure an AQuest's objectives via the Blueprints Editor, and the CurrentObjectives is a collection of all live AObjective's that are configured for the given AQuest. Not much bigger than the AObjective class is it? This is because all AQuest does is wrap around a collection of AObjective's and provides some utility functions to help manage them. Void Update( FName Objective, int32 Progress ) īool TryUpdate( FName Objective, int32 Progress ) UFUNCTION( BlueprintCallable, Category = "Q" ) UPROPERTY( EditDefaultsOnly, BlueprintReadOnly, Category = "Q" ) UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Q" ) Here is the declaration of an AQuest to get you started:Ĭlass QUESTGAME_API AQuest : public AInfo Right, so how do we manage all of these objectives and make sure only relevant AObjectives are available? Well, we implement an AQuest class in which it acts as an AObjective manager. You are only limited by your code skills and imagination. For instance, what if, while an AObjective is active, you want to tick a countdown for a time trialed AObjective.įor BeginPlay we could implement various other details such as activating certain items in the world, spawning enemies, and so on and so forth. Wait, why do we call/override BeginPlay or Tick? Well, that is an extreme implementation detail. Indeed, the most complex code is the division in the GetProgress function. Return (float)CurrentProgress / (float)TotalProgressNeeded Īgain, you will be hard pressed to say "that is a lot of code". Return CurrentProgress >= TotalProgressNeeded Void AObjective::Update( int32 Progress ) You can turn this off to improve performance if you don't need it. Set this actor to call Tick() every frame. Next, we can look at the small amount of code that is used to define AObjective. It is nothing specific to the game, it is only something to be used as a hint in either a UI or other visual element to let the player know that they need to do something in order to complete the objective. For instance, the FText value could be (in simple string terms) "Get a rock". The ObjectiveName's purpose is for player feedback. ObjectiveName can be thought of as a unique identifier for the implemented AObjective. There are two more properties that help us out with AObjective management: ObjectiveName and Description. Or, you could just add a new property to support both. Only minor changes later on are needed to use it as an indicator of optional or required quests. I will implement it as the first in this tutorial. Depending on the use case, this could be used to ensure a sequential order in objectives or having required and optional objectives. There is one boolean property that has not been mentioned: MustBeCompletedToAdvance. These functions give you all the functionality needed to start a questing framework for your UE4 game. Added by the supplied helper functions, Update, IsComplete, and GetProgress, we can get a reasonable amount of data about this tiny portion of a quest. The objective is tracked by the CurrentProgress and TotalProgressNeeded properties. The only responsibilities of an AObjective is to track the completion of the sub-portion of an AQuest and offer some idea of what the player must do. UFUNCTION( BlueprintCallable, Category = "O" ) UPROPERTY( EditDefaultsOnly, BlueprintReadOnly, Category = "O" ) Virtual void Tick( float DeltaSeconds ) override Called when the game starts or when spawned Sets default values for this actor's properties Fill out your copyright notice in the Description page of Project Settings.Ĭlass QUESTGAME_API AObjective : public AInfo The header of AObjective goes as follows: Since it is the foundation for a quest, I will first layout and explain AObjective. Both classes are derived from AInfo as they are purely classes of information and do not need to have a transform or collision within the world. ![]() AQuest is a container of objectives and does group management of objectives. AObjective is metadata about the quest as well the actual worker when it comes to completing parts of a quest. The following classes to get started on a simple quest framework are AQuest and AObjective, using the UE4 naming conventions for classes. Today I will share all of that code and explain each class as it pertains to the framework. After looking at the code, I realized it could serve as the basis of a framework for a generic questing system. Lately, I have been working on a simple horror game in UE4 that has a very simple Objective system that drives the gameplay.
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