Task Graphs
TaskGraph
's is a simple concept where a portion of the game is wrapped up into one or several blueprints. For example; the tutorial could be wrapped into a blueprint, where numerous events are tracked through tasks and gameplay events.
Some task graphs can become large as they start referencing numerous tasks and potentially assets. This is why it's heavily encouraged to only soft reference task graphs and use the AsyncActivateTaskGraph
node. By default, you can only create task graphs through this async function to prevent hard reference mistakes.
Examples
When an NPC is interacted with, who has branching dialogue, that dialogue can now be hosted and managed inside of a task graph.
The tutorial section might have several areas to teach the player numerous aspects of the game. One task graph could manage the doors, listen for gameplay events.
Task graph's support recursion. So a tutorial task graph could be divided into further task graphs, for example a boss fight at the end of the tutorials Task graph can be placed into a sub Task graph.
Quest chains can be managed nearly entirely within a task graph, creating a space to manage lengthy quest chains.
When a specific NPC is killed, you could start a task graph that now tracks when a player does another specific event, such as walking past an NPC that is related to the one you killed
Modular Game Features
TaskGraph
's can be activated through modular game features. Allowing DLC's to create their own TaskGraph
's.
Last updated