I’m currently trying to implement a quest and dialog system in blueprint and I’m stuck at a point where I’m trying to figure out a way to store values like information about quests that have finished, to prevent doing the same quest over and over again. Same goes for dialog, preventing to have the same dialog over and over again even if the game has moved on and the story is somewhere else.
First I was thinking to use data tables but the drawback is that I can’t edit entries, so I can’t mark a quest as “finished”. Another option would be to use variables on the pawns (NPCs) but you would need to track it on every NPC, store it with every save and so on.
Is there a general approach? How is it usually done?