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Default Tasks

Narrative contains a bunch of existing tasks for you to use to create your game. These tasks are commonly used ones in most games and integrations with other plugins.

Complete Narrative Data Task

Data Tasks can be completed from any blueprint that has access to the NarrativeComponent and does not require a task to be created.

Properties

NameTypeDescription
Data TaskUDataTaskThis is which data task the task needs to check for before completing itself. For example, the data task could be PickupItem.
ArgumentstringThis is which argument when the data task is completed that the task needs to be checked for. For example, the data task could be PickupItem and the argument would be Apple.
RetroactiveboolWhether the task should look at previously completed nodes before completing this. Useful if you want to skip a task if the player has already done it.

Complete Quest

A unique one that has its place, this task allows you to complete an objective when you complete another quest.

An example could be a door quest which requires you to get 3 keys. To get each key, requires you to do a quest. The door quest would be made up of 3 Complete Quest tasks.

Properties

NameTypeDescription
QuestUQuestThis is the quest in which the task needs to be checked to complete the task.

Finish Dialogue

This allows you to create objectives such as Go and talk to Reubs and upon exiting the dialogue with Reubs, this will trigger this objective to finish.

Properties

NameTypeDescription
DialogueUDialogueThis is the dialogue which the task needs to check to complete the task.

Go To Location

A very common node which allows you to complete an objective when the player arrives at a destination using the location vector. You can customize how often it checks the distance to save performance.

Properties

NameTypeDescription
Goal LocationvectorThis is the vector location that the player needs to reach to complete the task.
Distance TolerancefloatThis is how close or far away the player needs to get to the goal location.
Friendly Location NamestringThe location name that will display on the UI for the player. For example, The House would display on the UI as Go to The House.
InvertboolBy default, the task will wait for the player to arrive at the location. However, you may have scenarios where the player needs to get away from a location. You can use this to change this setting.
ActorActorGoalLocation can optionally be derived from a actors location if required.

Move

This allows you to create objectives that make the player move a certain distance.

Properties

NameTypeDescription
DistanceToMovefloatThe distance that the player needs to move before completing.

Play Dialogue Node

This allows you to create objectives with dialogue, but unlike the Finish Dialogue task, this task will be completed when a single dialogue node is played.

Properties

NameTypeDescription
DialogueNodeIDstringThe ID of the dialogue node that needs to finish to complete this task