Guide System

Updated May 23, 2026

The Guide System shows player-specific guidance at the moment a gameplay event occurs. Guides are driven by Gameplay Tags and authored in a Guide Prompt Data Table.

For shared setup guidance, see the Migration Guide and Integration Guide. Use the System Atlas to look up functions, variables, events, components, and ownership references. Use this page for Guide System-specific trigger, data table, UI, and queue behavior.

The system is local per player and multiplayer-safe: each player sees only their own guides. It is not a full linear tutorial sequence, but it can support an advanced tutorial experience when combined with the Quest System.

What It Does

  • Shows confirmation-style guides or non-intrusive pop-ups.
  • Normalizes static and dynamic triggers into Gameplay Tags.
  • Looks up matching guide prompt rows in a data table.
  • Supports Only Once, Every Time, and Periodically trigger behavior.
  • Can call an object trigger interface to highlight widgets or actors.
  • Queues non-intrusive pop-ups through the Information Prompt Manager.

Trigger Flow

  1. A trigger occurs, such as an overlap, quest event, attribute event, interaction, equipment change, or level change.
  2. The trigger is converted into a Gameplay Tag.
  3. The Guide System checks whether a guide prompt row exists for that tag.
  4. The system checks whether the guide can execute based on trigger type, previous execution, current confirmation UI, and periodic delay.
  5. The system creates a confirmation guide or queues a non-intrusive pop-up.
  6. If the guide is Only Once, the tag is recorded as triggered.

Static and Dynamic Triggers

Trigger TypeExamplesConversion
Static EventsOverlap boxes, quest system triggers.Emit a known guide Gameplay Tag directly.
Dynamic EventsAttributes, interaction, equipment, level changes.Convert event-specific data into the Gameplay Tag used by the Guide Prompt row.

Guide Prompt Data

FieldPurpose
IDGameplay Tag key that matches the trigger tag.
Guide Type FilterOptional enum filter for static event types such as crafting, interacting, delivering items, or leveling.
TitleShort headline.
BodyRich text description. See UMG Rich Text.
VideoAuto-play looping media. Ignored if Image is present.
ImageStatic image. Takes priority over Video if both are set.
Guide TypeConfirmation Box or Non-Intrusive Pop-Up.
Trigger TypeOnly Once, Every Time, or Periodically.
Non-Intrusive Pop-Up SettingsTimer behavior, override duration, and screen location.
Object Trigger SettingsTags, widgets, and actors that receive the guide trigger interface call.
Periodic Retriggerable DelayMinimum time between retriggers for Periodically guides.

Component Placement

Place AC_PC_Guide on the Player Controller. It binds event listeners on BeginPlay for attributes, interaction, equipment, level, static triggers, and quest signals. UI is local-only and does not replicate.

Blueprint Surface

Variable / FunctionPurpose
Triggered Only Once GuidesArray or set of Gameplay Tags that have already fired.
Guide Prompt lookupOptional map from Gameplay Tag to Guide Prompt row for fast lookup.
Current confirmation widgetTracks whether a confirmation guide is already open.
Non-intrusive queueStores pending pop-ups.
Periodic timestamp mapTracks last trigger time per Gameplay Tag.
TryTriggerGuideMain entry point for guide triggering.
DoesTriggerExistChecks whether the tag has a guide row.
CanGuideBeExecutedApplies Only Once, confirmation, and periodic checks.
CreateConfirmationBoxGuideCreates modal guide UI.
QueueNonIntrusivePopupAdds a pop-up request to the queue.

Guide UI Behavior

Non-intrusive pop-ups anchor to the configured screen location and dismiss automatically using the determined or overridden timer. Multiple pop-ups are shown sequentially from the queue. If Image is present, Video is not played.

Confirmation boxes are modal. In single player, the game can pause while the confirmation is visible. Additional confirmation guides are blocked until the current confirmation is dismissed.

Queueing System screenshot

Object Trigger Interface

Create a Blueprint Interface with a function such as OnGuideTrigger that receives a Gameplay Tag. When a guide row lists object trigger settings, call that interface on the configured widgets and actors. Those targets compare the tag and run their response, such as a highlight, glow, or tooltip.

Authoring Steps

  1. Create or update a Guide Prompt row.
  2. Set the ID Gameplay Tag, title, body, and media.
  3. Set Guide Type and Trigger Type.
  4. If Trigger Type is Periodically, set Periodic Retriggerable Delay.
  5. Optionally set Guide Type Filter.
  6. Configure non-intrusive timer and screen location if applicable.
  7. Add object trigger tags and targets if a UI glow or highlight is needed.
  8. Make sure the gameplay event emits the matching tag.
  9. Test in PIE.

References