Hi, I am making a MultipleChoiceNode that the amount of choices is variable in runtime on how many quest player can take at the moment.
What is the suggest way to achieve this?
Is there a way to access MultipleChoiceNode.availableChoices?
Thank you for the help!
Hello,
There is no built-in way to achieve this at the moment, but you can access the node with ‘Graph.GetNodeWithTag(“tagName”)’ (just make sure to add a tag to the node from within its inspector). The availableChoices is also private at the moment and there are no AddChoice/RemoveChoice methods, therefore you will want to make it public to access it and add choices to it.
With that said your suggestions is interesting to add as built-in. Would adding an optional pre-condition (condition task) check for each choice to filter whether it should be shown or not, work for what you want to achieve and as a feature in general?
Let me know.
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