Objectives
Two things are needed to make objectives work: spawn the objective class in your level, then use level blueprints to execute the objective.
Objectives have many settings. The important ones are described below.
Settings
Display Order: Sets where the objective appears in the list. A higher number appears higher.
Optional: Enables the optional tag next to the objective.
Objective Type:
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One Shot: Standard objective -
Progress: Progress bar type objectives -
Timed: Timed objectives -
Money: Fear & Greed money counter. Check below for more details.
UI Use Progress Bar: Enables the progress bar.
Reverse progress bar: Starts at max, instead of 0.
UI Reverse Progress Bar: Counts down instead of up.
Progress Text option: Sets the type of progress, such as %, fraction, time, or speed.
Objective Group: Used to organize objectives. Some functions also work across objectives in the same group, such as completing the previous objective when activating a new one.
State: The current state. Do not set this outside of level blueprints.
Sub objectives
Sub objectives let you display multiple objectives at once, for example:
Objective
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Subobjective -
Subobjective -
Subobjective
Each sub objective is its own Objective actor in the level. Add the sub objectives to the array of the main objective.
In each sub objective, set the parent to the main objective. All of them should also be in the same Objective Group.
Activating the main objective now also activates its sub objectives.
Progression
Progress: The current progress of the objective. Set using the blueprint nodes shown below.
Max Progress: Sets the maximum amount of progress needed. If one value applies to all difficulties, set it here. If you need a different maximum per difficulty, use the array directly beneath. Useful for bag progress bars such as Secure the Bags: 2/10.
Timed Objective Actor: Add an SBZModifiable Timer to your level and assign it’s actor to this variable.
Use the modifiable timer when actions in your heist can increase or decrease the speed of the timer. For example this is used in the escape sequence in Dirty Ice, where you have to keep the street clear of cops to stop Bile from flying away.
This timer can have its speed modified on the fly, paused, and resumed.
Ticking Loot Manager: Add an SBZTickingLootManager to your level to manage the Money progress text option. Ticking loot can be paused, reversed, and started.
Blueprint nodes
Useful blueprint nodes for objectives are Activate, Complete, add progress, and set progress.
Use Set Progress to set the progress bar to a value, which is useful for bag securing.
Use Add Progress to add a new value on top of the current progress.
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