Objective System

While the objective system was originally created just to showcase the menu, you can experiment with it and use it in games with simple objective system requirements.

II highly recommend not using this objective system, as it is intended only to showcase the project.

Adding An Objective To Pause Menu

It's very easy to add an objective to the pause menu using only Blueprint visual scripting. I created a node for this called Create Objective, which can only be called from Pause_Menu_WB.

Slot Info Available If set to true, the objective slot will appear. Always set this to true when you want to create an objective.

Slot Info Number This defines the objective's number (not its rank). It does not affect the ranking order of objectives. Slot Info Title This is the title of the objective that appears next to the number.

Slot Info Description The text that appears below the objective's number and title.

Slot Info Completed This is mainly useful for experimentation. You can use it to create a system where completed objectives are shown with a checked box.

Slot Number does not determine the order in which objectives are displayed. The arrangement is based on the order in which each objective is created. For example, I created an objective with the number 5, but it appears as the second objective in the list.

Remove An Objective From Pause Menu

This Feature Is Only Available At Unreal 5 Versions (UE4 OGs Wont Even Use This Objectif System XD)

Like I mentioned earlier, the objective system is primarily intended to showcase the menu, and I highly recommend not using it in production. However, there is a simple way to remove an objective: just get the widget element of the objective and remove it.

Get the Objectif_WB You want to remove and call Remove Objectif