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Narrative 3.5 Waypoints Mod

Introduction

Narrative 3.5 removes waypoints to stop incompatibility with Narrative Navigation.

This mod adds it back in with a few tweaks to allow waypoints back in the way they were.

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Any issues please join the Reubs discord :)

Prerequisites

If you are using Narrative 3.5, you must have some form of HUD. I have designed this mod to work in the same way as the old waypoint system did.

Narrative 3.5. You must own the plugin. If you own Narrative 3.4 you do not need this mod.

Install

You can follow the instructions below or use this video here:

  1. Download this repo and find the folder you need for your engine. Rename this to NarrativeUI (IMPORTANT).
  2. Copy and paste it into the root of your project /Content/ using your file explorer (not Unreal). After it's imported into Unreal you can move it inside Unreal anywhere you want.
  3. Open your HUD and add in the WBP_Waypoints widget. (I put mine near the top so it's hidden behind other widgets)

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  1. Make it full-screen by selecting the widget and in the details, open the Anchors drop down, holding CTRL+SHIFT (or command on Mac) click the full-screen option.
  2. Go to Graph -> Class Settings -> Implemented Interfaces -> Add BPI_NarrativeWaypointModHUD

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  1. Open the interfaces drop-down inside MyBlueprint on your HUD and double-click the GetWaypointsHUD interface
  2. Drag your WBP_Waypoints widget into the return.

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  1. This project comes with the pre-modified Go To Location task with Waypoints so you can start using that or replace the existing one.

Adding waypoints to new tasks

I've tried to make adding waypoints as easy as can be. For the most of it you can just copy and paste sections but I have broken it down here.

  1. Open your custom task
  2. Create a variable for WaypointsUI - type User Widget - Object Reference - Private

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  1. Create a variable for AddWaypoint? - type boolean
  2. Add the event BeginTask if it does not exist already
  3. Bring in the OwningController variable and check if Is Local Controller in a branch
  4. Then GetAllWidgetsWithInterface and set the interface to the BPI_WaypointModTasks
  5. Drag from the array and choose get (a copy) -> IsValid -> Set your WaypointsUI
  6. Drag in your AddWaypoint? variable and connect it to an AND node
  7. Drag in the Invert? bool then choose NOT. Connect this NOT to the and node.

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  1. Drag from the WaypointsUI variable -> GetWaypointsHUD -> AddWaypoint
  2. Connect self to the Task and leave the actor empty.

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  1. Finally add the OnTaskCompleted and EndTask events
  2. Drag in the AddWaypoint? variable and connect it to a branch (and both events)
  3. Perform a validated get on the WaypointsUI (drag in the WaypointsUI variable -> right click -> convert to validated get)
  4. Drag from the WaypointsUI -> GetWaypointsHUD -> RemoveWaypoint
  5. Connect self to the task
  6. Enjoy

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