Can the Blueprint system manage quests and dialogue?

Hey Guys,
Would really appreciate an official weigh in from Epic staff but anyone with some blueprint skills that can give us a solid answer would be most welcome. Our game requires management of multiple quests, hundreds of lines of dialogue, associated lip sync files, global variables/conditions. Our team is a bit divided on whether the best solution is to code an external plugin to manage quests/dialogue OR use the blueprint system. Is the blueprint system capable of this level of data management? Or is it mainly useful for activators and simple coding?

Thanks :slight_smile:

If you have C++ programmers then go ahead with C++ and utilize blueprint in same time ;] make framework for dialog and quests in C++ and scripts for it and data do in blueprints or custom asset if you like, it will look nicer and easier for artists.

Hi DarkRider,

You should definitely be able to manage a quest and dialogue system via blueprints. However, I strongly urge you to use Datatables, structs, excel documents, etc. while doing so. I am currently working on an NPC dialogue system, part of which can be seen here:

This is an overly simplified version of what you would probably be looking at.