I've been up and down the RUclips tutorial rabbit hole trying to just figure out how to add a win condition. Your video was so straight forward and fixed my issue I was plagued with for almost 3 days now. Cheers and thank you for sharing your knowledge.
Very nice thank you, i have another question, i have 6 keys to collect but all with different color, so i do 6 pickup key blueprints? or how can i combine that when all colored keys are collectet he wins?
@@Ba8sbaNybRMAcXCNdKnLTA i have a solution but i think it works easier maybe.I have a door with 6 door locks in 6 different colors. And 6 colored keys. The door has a collision box when i enter i need to watch with the cursor on the lock and press E. If you have the key the locks open. After the last lock is open you can open the door. Its all in 1 blue print. But needed for every lock a different node event. But works for now 🤣
@@Ba8sbaNybRMAcXCNdKnLTA hello to both of you, you can set up multiple integer checks for each object in your first or third or whatever your blueprint may be: (Example, ITEMPICKUP1, ITEMPICKUP2, ETC. Then you can have a seperate blueprint for each and run it all just like he did in the video for each one, Im personally running it through my firstpersonblueprint. If you want to check for success and make sure the game has all three (or your amount of items) requirements before the "win condition", you can create a boolean for "all items checked", then you can run it through branch checks with an equal to each item requiring the amount of item needed before the next check. at the end of each item check (Check each item amount with an equal sign) add a branch inbetween settings it to be true before continuing. You can add your "all items checked" boolean again at the end and check it true explaining to your boolean all items are now collected, and then you can add whatever you want after to continue with the games progression system. Hope this makes sense, im new to unreal and this is the best way i can explain it. Im running this off of an event tick btw... Im also doing it this way personally because I need a different item count per object, so this allows me to be more specific. Pictures: 1. prnt.sc/vGlD41JeASKl 2. prnt.sc/79NkxLBWJ5cT I hope this made sense, i did my best to explain it to you guys. If not, just follow the pictures... Also, please remember this might not be the most efficient way, its just a proven way i made myself to ensure it works, im sure there is a better way.
How would you trigger the quest to begin so that the ui doesn’t show on the hud to tell you to pick up the boxes until you go to a specific spot or character for example. Not always on.
I've been up and down the RUclips tutorial rabbit hole trying to just figure out how to add a win condition. Your video was so straight forward and fixed my issue I was plagued with for almost 3 days now. Cheers and thank you for sharing your knowledge.
Out of the many videos I've watched this one is hands down the best!
As a new person trying to learn UE, this was very helpful :) Thank you!
This is amazing! Sorry im not the only one that asked, but how do you get the win condition part? I can can't seem to find it on the playlist
me too I can't find the win condition in the 'class' drop-down menu. following this if someone replies
Same as "TheHairyDizz" ! you save my life !
GREAT video. Finally. I understand
I love ur channel!!! super cleart and easy to follow. u save me
Very nice thank you, i have another question, i have 6 keys to collect but all with different color, so i do 6 pickup key blueprints? or how can i combine that when all colored keys are collectet he wins?
DId you ever find a solution to this? I am in a similiar situation and would love to know as well!
@@Ba8sbaNybRMAcXCNdKnLTA i have a solution but i think it works easier maybe.I have a door with 6 door locks in 6 different colors. And 6 colored keys. The door has a collision box when i enter i need to watch with the cursor on the lock and press E. If you have the key the locks open. After the last lock is open you can open the door. Its all in 1 blue print. But needed for every lock a different node event. But works for now 🤣
Is it possible to make with different objects?
DId you ever find a solution to this? I am in a similiar situation and would love to know as well!
@@Ba8sbaNybRMAcXCNdKnLTA hello to both of you, you can set up multiple integer checks for each object in your first or third or whatever your blueprint may be: (Example, ITEMPICKUP1, ITEMPICKUP2, ETC. Then you can have a seperate blueprint for each and run it all just like he did in the video for each one, Im personally running it through my firstpersonblueprint. If you want to check for success and make sure the game has all three (or your amount of items) requirements before the "win condition", you can create a boolean for "all items checked", then you can run it through branch checks with an equal to each item requiring the amount of item needed before the next check. at the end of each item check (Check each item amount with an equal sign) add a branch inbetween settings it to be true before continuing. You can add your "all items checked" boolean again at the end and check it true explaining to your boolean all items are now collected, and then you can add whatever you want after to continue with the games progression system. Hope this makes sense, im new to unreal and this is the best way i can explain it.
Im running this off of an event tick btw...
Im also doing it this way personally because I need a different item count per object, so this allows me to be more specific.
Pictures: 1. prnt.sc/vGlD41JeASKl
2. prnt.sc/79NkxLBWJ5cT
I hope this made sense, i did my best to explain it to you guys. If not, just follow the pictures... Also, please remember this might not be the most efficient way, its just a proven way i made myself to ensure it works, im sure there is a better way.
@@Ba8sbaNybRMAcXCNdKnLTA did you already find the solution? is it work with different object?
is someone know, i want to click 'X' button in the widget and its collect point ?
How do you set up the win condition?
At 5 mins in you will see the branch node. This is setting up the condition that is when 5 objects are selected, if true shows the win screen.
You can set it up in his previous video he showed how to set it up because its a series and this is the 2nd part
How would you trigger the quest to begin so that the ui doesn’t show on the hud to tell you to pick up the boxes until you go to a specific spot or character for example. Not always on.
my guess would be instead of at begin play you could make a trigger box that starts it, or begin on overlap