Story Framework 5.2 - Interactive Template

V1 Projects
Unreal Engine Versions
5.7
Distribution Method
Complete Project
Asset Version
5.2
You need to register first

Description

Kickstart your narrative project with The Story Framework, designed exclusively for Unreal 5.

Whether you're a seasoned developer or an aspiring creator, this comprehensive template aims to inspire creating and designing captivating gameplay. Story Framework is powered by an Actor Component based workflow. No functionality is executed inside the player controller or player character apart from input related functions. A demonstration of this can be found inside the Tech Demo Level and is also explained inside the Official Documentation.


5.2 UPDATE February 3rd 2026

/. Added a new "Animation Inspect" inspection mode

/. Fixed a few minor bugs relating to "CustomView" blueprints

/. Added a few extra QoL values to the "Story Framework Values" data asset.



5.1 UPDATE November 20th 2025

/. Tasks, Journals, and larger Menu improvements/fixes

/. Dialogue system improvements

/. 5.7 support


5.0 UPDATE September 11th 2025

/. Task, Dialogue, and menu system overhauls

/. Improved localization support

/. Drastically improved initial memory hitches when inspecting / picking up items.

...

4.1 UPDATE July 3rd 2025

/. Added a new "Story Choice" system.

/. Added new "Tutorial Popup" and "Create Subtitles" area blueprints.

/. Added a new "Cinema Crop" widget and function to quickly crop your players screen with the use of black bars.

...

_________________________________________________________


📦 WHAT DO YOU GET?

  • Comprehensive, and iterative single-player framework

  • Story Framework with GASP 5.6 pre-integrated (Contact me via discord or email to receive)

_______________________________________________________________________________________


FRAMEWORK FEATURES

✅ Native First Person & Third Person

gameplay support out-of-the-box, with options to use either, or both.


✅ Gamepad integration

built-in. Widget classes with "gamepad" settings.


✅ Custom interaction Framework

created with a dual-method system. Multiple options means more interactivity for the player.


✅ Quick Time Events

with customization options, all driven through a single function.


✅ Task System

A queue-based task/objective framework with functions to add, edit, remove, & hide tasks.


✅ Dialogue System

complete dialogue framework for lore building (Blueprint Dialogue derivative).

The price of Blueprint Dialogue is not added into the price of SF. Blueprint Dialogue will be releasing soon.


✅ Large collection of object interaction systems

demonstrating different use cases of the interaction system.


✅ Object Inspecting and Description Reading

for more in-depth story telling through objects in your level.


✅ Modular slot-based Quick-Inventory System

designed to be easily accessible, while keeping all the expected functionality of an inventory such as using, combining, inspecting and dropping items.


✅ Full Dynamic Camera System

camera customization options and custom functions for both First Person, and Third Person.


✅ Modular Main Menu

to kickstart your projects home screen.


✅ Journal Entries

used to keep track of important descriptions or items used in your story.


✅ Custom Sequence Manager

designed to easily play and stop sequences during gameplay.


✅ Collection of External Functions

created across a few Function Libraries to aid in other development areas.


✅ Deep Documentation

explaining and educating on everything about Story Framework.


✅ Saving & loading

(Player Location, Player Rotation, Inventory, Journal, Destroyed/Spawned Actors, Interacted Actors, System Info, etc)


✅ Includes free to use Meshes, Sounds, and other Assets


ABOUT STORY FRAMEWORK

You may ask "Why wouldn't I simply create this myself?". To that I would say, besides the 6+ years of prior Unreal knowledge I've poured into SF, creating all the systems and content SF has to offer from scratch would be extremely time consuming. Convenience is one of the many things SF brings to the table. No need to waste time building these core systems from the ground up. Throughout the entire development process, I've always aimed to create things that I would use myself. Something I would of liked to have If I decide to build a story-driven game one day.


This short explanation is not intended to "sell" you on purchasing the project. SF has become a passion project of mine, and I'm so happy I get to share it with the world. The price SF is currently listed at does not reflect the time and effort I've sunken into developing it, but rather something that won't break the bank.


Technical details

Technical Information

  • No Event Ticks are used, besides the Player Camera Component (SF's camera system).

  • Almost all blueprints are annotated to further explain how these systems function.

  • Blueprint communications are primarily done through blueprint interfaces.


Other Feature Information

  • Includes 2 free fonts - Dudu Calligraphy, Comfortaa Bold


Number of Blueprints

Total Num of Blueprints - 90+


Input

  • Keyboard and Mouse

  • Gamepad


Network Replicated

No (Single Player Oriented)


Documentation

https://visualonecompany.gitbook.io/home


Other Information

A general understanding of blueprints is advised but is not required to learn about Story Framework.


Related assets