Intuitive Graph Editor
The quest system plugin comes with an intuitive graph editor similar to the materials editor and the audio editor to seemlessly integrate with the existing list of tools in Unreal Engine.
The quest system is ...
The quest system plugin comes with an intuitive graph editor similar to the materials editor and the audio editor to seemlessly integrate with the existing list of tools in Unreal Engine.
Network Replication is supported out of the box. Just mark your quests as replicated and add the Quest Manager to your game state class for your quests to be replicated! Property replication works. Send Multicast RPCs from your action blocks on the server to the clients.
The default action blocks are not sufficient for your project? No worries. The system is extensible to allow you to create the blocks you need for your unique project. Use C++ or Blueprints to create custom blocks for your quests and dialogues.
Setting up the plugin for your project is a breeze. Just add the plugin to your project, either by copying the plugin to the Plugins directory of your project or from the Epic Games Launcher, enable the plugin and you are good to go.
Once the plugin has been activated, do the following steps to setup the plugin for your project.
Quest Manager: If your project is a networked multiplayer game, add the Quest Manager component to your game state class. This component will handle the replication of quests.
Dialogue Component: Add a Dialogue Component to your Player Controller class. This is required to play the dialogue for a player character.
Dialogue Manager: Add a Dialogue Manager component to your Game State class. This is required for the dialogue to be played.
The following are a list of words that will be used abundantly in this documentation. This section explains the words in the context of the Quest System.
Action: Anything that gets added to the quest graph is an action. Actions are the basic building blocks of a quest. Learn more on the Architecture section.
ActionSequence: These are specialised actions that can hold multiple actions as children. Actions inside an action Sequence can call other actions to form a sequence and hence the name. Learn more on the Architecture section.
Quest: This is a specialised action sequence that is recognised as a quest by the Quest System. This is the class for the assets that will be directly managed by the quest system.