Advanced Quest
https://www.unrealengine.com/marketplace/en-US/product/advanced-quest
Effortlessly craft quests with streamlined implementation. An extensible quest system for limitless creativity and seamless integration.
As a Gameplay Programmer student, my goal is to provide you with the best experience through a well-thought-out and optimized plugin.
Because there is so many features in the plugin, and options for customizing your quests and objectives, your first quest creation process can feel somewhat overwhelming.
That's why I strongly advise delving into the Video Tutorials to understand how the tool works. You'll find it gets easier after your first time.
Feel free to hop on my Discord if you have any suggestions, questions, or run into any issues.
I'm often around to help out if you get stuck during your first quest creation process, and I'm eager to hear your feedback to make the plugin more user-friendly and provide you with updates.
Here's how the system works:
The player has two main components, a Player Channel Component and a Quest Manager Component.
- Player Channel: Stores distinct channels like Combat, Environment, and Inventory. It broadcasts events when actions occur in the world.
- Quest Manager: Store, Manages, Load & Save all the quests.
With this system, there's no need to worry about adding any features to your already existing classes. Anything can be an Objective target; all you need to do is get the Player Channel via Blueprint and trigger the corresponding event.
Depending on their Objectives, the Quests will be bound to specific delegates in order to be succesfully updated. It's that easy.
The Quest Giver & Receiver has a single component — the Quest Component. It tracks the state of all quests by querying the Quest Manager and displays them to the player only if they are Pending or Valid.
Anything can serve as a Quest Giver or Receiver—be it a rock, a tree, or any static mesh. The component will be automatically added to your specified target when creating the quest with the tool.
Note that Advanced Quest is primarily implemented in C++ and uses Unreal Engine's built-in delegates to ensure simplicity and optimization.
What's coming next:
- UI Graphics Update
- Debug Quest Tool
- Sounds & Feedbacks
- Mini-Map
Last Major Updates:
- Version Unreal 5.1 - 5.4
- Quest Types (Daily / Weekly )
- Event as Quest Requirements
- Failure condition
- Save & Load
- UI
Note: As mentioned above, I'm still a student, and my development time is limited. I think that it's crucial to maintain transparency about what features I plan to implement next and what I'm currently working on, however, it's important to understand that there are no specific release dates for any updates. The features just mentioned and any new plugins may take some time to be implemented.
Technical Details
Features:
- Unlimited Objectives
- Quest Requirements ( Level & Quest & Events )
- Daily / Weekly Quests
- Track / Untrack Quests
- Quest Givers & Receivers
- Rewards
- Quest Items
- Failure condition
- Quests & Items Data
- Save & Load
- UI (Still a work in progress)
- Minimal dependencies between classes
- Optimized
Bonus: The quests can also work without any UI nor Quest Givers/Receivers. You can Auto Enable & Disable Quests if you prefer not have any NPC.
Code Modules:
- Advanced Quest [RunTime]
- Advanced Quest Editor [Editor]
Number of Blueprints: 21
Number of C++ Classes: 30
Network Replicated: NO ( But the quest still works on multiplayer, players just can't progress on their quest togethers yet)
Supported Development Platforms: Windows 64