Maintain the streak. Refine your skills. Forget nothing.
Most video games have a final destination for players to reach. So long as my game still lacks one, it will feel odd to even call it a game so much as a bootleg virtual shooting range. To remedy this, I will add an extra platform holding a Trigger Volume, a wireframe space that executes events when entered by a player or object. This Volume will serve as the final destination of this level.
From what I have learnt in UE object script execution, a level mechanic such as victory needs to be run by the level itself. Victory conditions have to be coded in my level's Blueprint to ensure it functions properly and without dependencies on other objects.
Before I tinker with the level Blueprint, there is still something that needs to be made: a game over screen. Knowing how to do something is one thing but knowing IF or WHEN you have DONE something requires an indicator which said screen will be.
Now go and make a new Widget which will be the game over screen. Another neat feature in the Widget editor is the animation keyframe section. A concept I mentioned way earlier, keyframes can store transformative commands for objects, allowing creators to run setting changes during run time for extra 2D style points. It is a standard component in digital animation.
Almost forgot about this: if you want to quickly adjust your Widget anchor scaling, click on the Anchors section. Opening it will reveal rows of Widget positions for your picking.
The Widget component plays the newest animation without specification. Should you have multiple, connect the necessary amount of Play Animation nodes in its Blueprint.
To run such a screen-covering Widget animations through a Trigger Volume, head back to the level Blueprint (see slide 2). Cast the player to your game over Widget node then viewport node. Read the comments on mine if you want to know how this Blueprint works simplistically.
Some say the journey is the reward; I say everyone can decide what IS a reward.