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UE5-Modular-Game-Framework/docs/blueprints/14-data-assets/123_DA_ObjectiveData.md
Lefteris Notas 411edea8ce add blueprints
2026-05-19 13:22:27 +03:00

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DA_ObjectiveData — Data Asset

Parent Class: UDataAsset Dependencies: BPC_ObjectiveSystem, WBP_ObjectiveDisplay Purpose: Defines objective content — objective text, requirements, completion conditions, linked narrative flags, and reward data.


Variables / Structure

Field Type Description
ObjectiveTag FGameplayTag Unique tag for this objective
ObjectiveText FText Display text for HUD/journal
ObjectiveCategory EObjectiveCategory Main, Side, Hidden, Tutorial
PrerequisiteFlags TArray<FGameplayTag> Narrative flags required before objective activates
CompletionFlags TArray<FGameplayTag> Flags set when objective completes
bIsOptional bool Objective can be skipped
ObjectiveLocation FVector World location for marker
RewardItems TArray<FPrimaryAssetId> Items granted on completion
RewardExperience int32 XP awarded
LinkedEndingWeight float Score contribution to ending evaluation

Gameplay Tags

  • Namespace: Objective.<Category>.<Name> (e.g., Objective.Main.FindKey, Objective.Side.RescueNPC)

Validation Rules

  • ObjectiveTag must be unique
  • ObjectiveText must not be empty
  • At least one CompletionFlag required (unless narrative-driven)

Example Data

Field Value
ObjectiveTag Objective.Main.EscapeHospital
ObjectiveText "Escape the abandoned hospital"
ObjectiveCategory Main
CompletionFlags Narrative.EscapedHospital
RewardExperience 500

Consumed By

Reuse Notes

  • Objectives are data-driven; no blueprint logic changes needed for new objectives
  • PrerequisiteFlags gate objective activation behind narrative flags
  • LinkedEndingWeight feeds into ending evaluation system