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Gameplay events using the tutorial system

Tutorial level

A user is taught how to play the game in a Tutorial Level, which is made up of a number of tasks & subtasks that need to be completed in order to progress. Pulling all the strings in this level is a Tutorial handler blueprint.

The BP_TutorialHandler, who is holding an array of tasks, individually subscribes to a TaskCompleted Event and calls Start Task on the next task in the list. Once the last task in the array signals that it is completed, the tutorial is basically done.

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Much like the handler, a single BP_TaskBase is holding multiple subtasks that need to be completed. These subtasks are grouped together by execution order, making up a two dimensional array where every index in the outer array represent a number of subtasks being prompted to the user at the same time. Once the last group of subtasks is done, the task signals to the handler to move on to the next task.

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Individual Subtasks

All custom logic are buried inside individual subclasses of BP_SubtaskBase. These all have in common that they start with the node Start and calls Subtask Complete in the parent task once done. I won't go through every single one of them, but have shown a simple example below where the subtask is prompting the player to complete a Bite attack. 

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It goes without saying, that some other subtasks are much more complex (and therefore harder to display here!). Take the end of the tutorial level for instance, where one subtask starts a camera shake, some volcano SFX and VFX, and another subtasks moves your herd along a spline. This is a lot more involved, but uses the exact same system as above!

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