[New Wiki] Quest Framework in C++

I’ve had a lot of success doing something similiar with UDataAsset. I originally tried to accomplish this with structs, since it felt silly to bring something from UObject in just to store a couple of logical rules (e.g. “resolve to finished if you’ve killed n monsters”), but I simply couldn’t find a way to make this logic work without overridable functions and casting. Can you guys think of any reason not to do it that way? I keep worrying that I’ve somehow created a behemoth that will quietly eat all of my memory, then rear out of the water when I’ve written the rest of the system and require me to refactor everything.