The Quest Manager

Now, we're going to create a Blueprint that will handle all the progress of the quest, including starting it and closing it. So, let's create a new Blueprint actor inside the Quest System folder and name it BP_Quest Manager.

Before we open the Quest Manager, we need to create another Blueprint because, in the code of the Quest Manager, we need to reference it. So, in the same folder, create another Blueprint and name it ObjectToFind, which will be the Blueprint handling the interactions between the player and the Blue Signs.

Next, let's open the Quest Manager. We need to add a couple of components:

  • The first component is a Box Collision so that the player will be able to interact with the Quest Manager (as we did for all ...

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