The blueprint version of Improved Quest System that allows you to quickly create in-game quests that players can receive and complete from NPCs or from in-game events. Quest objectives can be displayed on screen and minimap/compass user widgets
With Improved Quest System you can create quests of any complexity for your game in seconds. The system can be used in any type of Unreal Engine project, easily integrates with any other products on the Unreal Marketplace.
Preview (Youtube): https://youtu.be/Nb-qlngFU6c?si=mpOQhfy2SDFQKCmi
Preview (exe): https://drive.google.com/file/d/1SxRdXtV_-sBmIG5UbgsyHNyTMYpMEei7/view?usp=sharing
How to add the system to your project (Youtube): https://www.youtube.com/watch?v=3h5bjLIXxkw
Documentation (pdf): https://drive.google.com/file/d/192BekH5nrLGpZycPNyPlbgDkWfui70LQ/view?usp=sharing
Adding the Improved Quest System into your project will take literally minutes: you just need to add the Quest Component to your PlayerController, copy a few functions from the Demo PlayerController, create a quest in the Quest Table and the main functionality is already implemented.
You can control how the player completes quests in your game using two main functions available anywhere in your project:
Detailed documentation with video guides is attached.
A Fog of War feature also available in this version. Static texture-based minimap method will solve all possible problems with creating a minimap in your project.
Link to C++ version of this project (only 5.1+ UE versions supported)
Features:
Notification:
Errors "Unknown structure" may occur in the project if you change one of the project Blueprint structures after migrating the content to your project.
A common solution: https://youtu.be/aMGEqsGIrcI?si=AcZeNI6KYIob14k_
I would like to draw special attention to the fact that you must first click “Compile” and then “Save” all these files. Even if you have the “Save after each compilation” setting set, you still need to click “Compile” and then “Save” since it is the “Save” button that corrects this error.
Updates:
Update 1.1 (05/18/2024):
- fixed possible problems with overlapping User Widgets: if your project uses other User Widgets (for example, an inventory system widgets), then IQS widgets no longer overlap them.
- if the mini-map for a game level is not configured, now the mini-map widget is still displayed and shows markers of quest objectives.
- an improvement has been made for the levels using World Partition/World Composition: in the BP_IQS_BotExampleActor_Objective class, a function call has been added that allows you to enable hiding/showing quest markers at the targets if the quest target was removed from the level/added to the tiled level during the game by World Partition/World Composition.
- the ability to “look around” has been added to the demo character BP_IQS_ThirdPersonCharacter.
The font Lt Beverage was used in the project (free for commercial use, OFL). Many thanks to the author of the font
Features:
Number of Blueprints: 45
Network Replicated: Yes
Supported Development Platforms: All
Supported Target Build Platforms: All
Documentation (pdf): https://drive.google.com/file/d/192BekH5nrLGpZycPNyPlbgDkWfui70LQ/view?usp=drive_link
Example Project: https://drive.google.com/file/d/1SxRdXtV_-sBmIG5UbgsyHNyTMYpMEei7/view?usp=sharing
Video: https://youtu.be/p80TlwXmcnQ?si=qqr4QpkF890uWXpR
Please report any issues you find and your questions to email [email protected]