Designer Friendly Quest System

I will look into that as well Ray. I’m still fairly new to the blueprint side of things in UE4 and learning as I make this. So feedback like this is very helpful since it gives me more stuff to look into to that could help simplify this system. So thanks for all the feedback so far :smiley:

On another note!
I have updated the opening post with the following information.
Updated V.0.2
I have finished what I’ve planned on finishing for V.0.2. you can download it here:
https://drive.google.com/folderview?id=0B20xBPJ4pGkzcDEzUFJoZ1gtQXM&usp=sharing

What is included with V.0.2
Features

  1. Everything from the previous build, and removed extra folders and re-arranged folders.
  2. From V.0.1 I have added a 2nd quest that will start after you finish Quest 1. This quest will spawn in collect items at target points once started.
  3. Added a second Quest Giver (QG_Dialogue), that will ask the player to choose between quests to activate and display a dialogue using UMG
  4. Updated the blueprint comments, so anything commented in red is what will need to be replaced/updated when duplicated.
  5. QG_Dialogue’s Text’s strings are editable from the details window, so the designer doesn’t need to go into BP to change it.

What to expect for V.0.3?
For the next build I plan on…

  1. simplifying everything more, and hopefully remove a lot of the stuff that needs to be replaced/updated. I’ve been given some things to look into by Ray Jones 312 that should help.
  2. I have some other ideas of how to place things, that may or may not work that I’ll be trying out as well.
  3. Make some stuff look prettier (cough UMG/Hud cough)