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Kyle Austad edited this page 2024-11-16 16:57:52 -07:00

Getting started is very similar to my Simple Linear Quests System Here

This wiki is a WIP as I got very busy after publishing. Below is a basic rundown and more detailed updates will follow.

To open the quest tracking demo hud press J

To get started, after the asset pack is imported into your project, add the AC_PlayerQuestManger component to your character and have your game mode use the included BP_DemoHUD if you want to use the included demo hud quest tracker.

Take a look at the included data tables in the demo folder to see how quests are structured. You can add quests all in the same data table if you want however I separated them to help keep things organized.

Simply create your quests in a data table based on the S_Quest struct and then drag a BP_BasicItem or BP_BasicLocation into your level. In the variables under the details panel, there is a category for quest configuration. Assign the objective ID's you wish that object to update on interaction or overlap and if you are using the character blueprint in the demo files (Which is just the third person character with the actor component and some input for the J and E keys for interaction) then just interact with your object and it should work to update your quests as you have them laid out in the data tables.

There are a few things you can do if you want to update or assign new quests without using the demo interaction.

To update an objective manually, call the GetPlayerQuestManager function and from the reference it returns call the UpdateObjectives function. Make an array of the objectives you want to pass in (even if it is just one) and it will do so.

To add/assign a new quest manually just get the player quest manager as before and from its reference call the function AddNewQuest and pass in the quest data table row handle you wish to add/assign to the player.