Setting up Objectives - naelstrof/ChurnVectorSDK GitHub Wiki
First up - if you don't intend on making use of objectives in your map then you can completely ignore this page. The game will automatically add a default objective of "escape" for you if no Objectives Description object is provided.
To start with, we need an empty in the scene which contains an Objectives Description script, like this:

This object is the only thing you will need to configure objectives, the other objectives scripts are used internally and will automatically be added by the game when needed. Custom defining them "should" work but I would not advise doing so.
Note that this section uses a table collection and a debrief string, please read the Localisation and Text page to handle creation of these.
For this component you will need a string table, whether you do that via google sheets or handle it yourself, the end result is a String Table Collection object. In order to support roughly the following list of strings
- A name for the map
- A description for the map
- A set of mission briefing strings (eg: _Brief_1)
- Each objectives title & description
- A De-brief string to play on the end screen
With the Objectives Description component created, the list "Objectives" allows you to add objective entires by selecting an element type. Currently CV only supports some basic objectives but these should be fairly self explanatory as to what they are for.
Each objective will require a title and description string, a flag as to whether it blocks escape until complete and in the case of the vore target or place condom objectives, a target object.
As an example, heres a basic mission for voring a target without being seen:
