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HomeIndustryGamingVideosUnreal Engine 5 Tutorial - Stats and Achievements Part 1: Activity Tracker
Gaming

Unreal Engine 5 Tutorial - Stats and Achievements Part 1: Activity Tracker

•March 9, 2026
Ryan Laley
Ryan Laley•Mar 9, 2026

Why It Matters

A flexible activity‑tracking system gives Unreal developers the tools to capture player behavior, power achievement mechanics, and inform design decisions, ultimately driving higher engagement and more data‑driven game experiences.

Key Takeaways

  • •Use Gameplay Tags to define activity tracking categories
  • •Implement a central GameMode function to broadcast activity events
  • •Create a Blueprint Function Library for reusable record‑activity calls
  • •Bind activity tags to UI widgets or stats via event dispatchers
  • •Increment integer counters per tag to drive achievements and analytics

Summary

The video walks developers through building an Activity Tracker in Unreal Engine 5.7, a foundational component for stats, achievements, and tutorial cues. It starts by showing how to create hierarchical Gameplay Tags—such as PlayerActions.Jump or Tutorial.LearnControls—in the project settings, then moves to wiring those tags into a central GameMode function that emits an event dispatcher whenever an activity occurs.

Key technical steps include adding a RecordActivity function to the GameMode, exposing it via an event dispatcher, and wrapping the call in a Blueprint Function Library for reuse across blueprints. The presenter demonstrates attaching the tracker to level triggers and the First‑Person character’s jump action, printing tag names and incrementing a map‑based integer counter to tally occurrences. This modular setup lets designers bind UI widgets, stats, or achievement checks to any tag without hard‑coding logic.

Throughout, the tutorial highlights practical examples: a trigger volume that logs "Tutorial.LearnControls" when the player enters, and a jump tag that updates a counter and prints "Jump = 3" after three jumps. The speaker also notes that in multiplayer contexts the system could live in GameState for broader visibility, and that the counter map can be persisted to a save file for long‑term tracking.

The approach offers a scalable, data‑driven backbone for gameplay analytics, enabling rapid iteration on achievement criteria, tutorial progress, and player behavior insights. By centralizing tag handling and exposing simple Blueprint hooks, studios can prototype complex stat systems without extensive C++ work, accelerating development cycles and enhancing player engagement.

Original Description

In this two part series we show you a method of easily tracking and completing achievements for your games. In this part we start with making a flexible activity tracker system I devised.
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