# BPC_CollectibleTracker — Collectible Tracker **Parent Class:** `ActorComponent` **Category:** Inventory **Target UE Version:** 5.5–5.7 **Build Phase:** 3 — Inventory ## 1. Overview `BPC_CollectibleTracker` tracks player collection of rare/optional items — figurines, hidden artifacts, secret tapes. Supports per-collection progress, completion rewards, and UI indicators for collectible hunters. ## 2. Variables | Variable | Type | Description | |----------|------|-------------| | `CollectionProgress` | `TMap` | Collected count per collection type | | `CollectionTargets` | `TMap` | Total items per collection | | `bShowCollectibleNotifications` | `bool` | Toast on collectible pickup | | `CompletionRewards` | `Map>` | Items granted on collection completion | ## 3. Functions | Function | Description | |----------|-------------| | `OnCollectiblePickedUp` | Records collectible acquisition | | `GetProgress` | Returns progress (current/total) for a collection | | `IsCollectionComplete` | Checks if collection is fully completed | | `GetAllCollections` | Returns all tracked collections with progress | | `GetTotalCompletion` | Returns overall completion percentage | ## 4. Event Dispatchers | Dispatcher | Payload | Description | |------------|---------|-------------| | `OnCollectibleFound` | `FGameplayTag CollectionTag`, `int32 NewCount` | New collectible acquired | | `OnCollectionComplete` | `FGameplayTag CollectionTag` | Collection fully completed | | `OnAllCollectionsComplete` | — | All collections complete | ## 5. Dependencies | System | Relationship | |--------|--------------| | `BPC_InventorySystem` | Collectibles as inventory items | | `BPC_AchievementManager` | Achievement triggers for completions | | `WBP_HUDController` | Toast notification display | ## 6. Reuse Notes - Data-driven collection definitions via gameplay tags - Rewards are granted as inventory items on collection completion