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Journal & Memoirs

The players Journal & Memoir page are categorized together, as they are fundamentally similar, but serve different purposes. This will be covered below.


Examples of these Journal items can be found within the Example Map level.

Journal entries can be added by utilizing the JournalItemMaster_BP blueprint. This class is similar to the InteractableBase_BP with its customization. The only difference is that this JournalItemMaster_BP includes another set of customizable values under the Journal Entry section inside the details panel. Inside this entry, you can define the following properties,

— Entry Name Text - The name of this journal entry. This will be displayed on the left-hand side list of entries when inside your journal.

— Entry Description Text - A longer description of your entry that can contain information about the item, or how the item can potentially be used.

— Entry Static or Skeletal Mesh Static/Skeletal Mesh - Give your entry a mesh to display in the center of the journal menu that the player can rotate and inspect.

— Entry Mesh Distance From Camera Float - Define a value that will be used as the distance that the Entry Static/Skeletal Mesh will be created away from the "camera". This value should be relative to the size of your mesh used.

Journal entries can also be forcefully added or removed by calling the Add/Remove Journal Entry from inside the SFInventoryManager_AC component. These functions can be called by using a reference to the Inventory Manager.


Memoirs serve as a way for your player to track previous events that have happened throughout their playthrough, or decisions selected when speaking to NPC's. Memoirs take advantage of SF's "Consequential Tags" that are used for branching dialogue inside NPC's. Memoirs utilize a MemoirEntry_DT Data Table to define which tags will be added as a Memoir, and the information used on said Memoir. Below will be an explanation of the values that can be set on each Memoir.

Directory in Content Browser (SF > Core > Blueprints > Data Tables)

— Target Consequential Tag Name - If the player has this Consequential Tag, then this Memoir entry will be created.

— Decision Description Text - A brief description linked to the Memoir entry that explains what happened when this memoir was added, or can be used to explain what your player thought when selecting a specific reply during conversation with an NPC.

— Photo Image Texture2D - An image attached to your Memoir to help your player visual what happened during gameplay when this Memoir was added.

— Photo Description Text - A brief explanation of the photo image provided.

Once these Memoirs are set inside the Memoir Entry Data Table, all that needs to be done to create Memoirs, is to add a consequential tag to the player by calling the Edit Consequential Tags function from an Inventory Manager reference, and setting the Add Tag value to the Target Consequential Tag value you set inside your Memoir Entry. When a consequential tag is removed, so will the Memoir Entry.


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