Storytelling made easy with The Story Framework, designed exclusively for Unreal 5. Whether you’re a seasoned developer or an aspiring creator, this comprehensive template aims to inspire creating and designing captivating gameplay. Story Framework is powered by an Actor Component based workflow. No functionality is executed inside the player controller or player character apart from input related functions. A demonstration of this can be found inside the Tech Demo Level and is also explained inside the Official Documentation.
Story Framework
This framework has really managed to fulfill my dreams for a long time in a very short time. Both the developer of this SF and the SF itself really impressed me deeply. He is a very helpful developer who answers a lot of questions on Discord and really helps people with SF. If you have a story in mind and want to bring it to life, you should definitely get SF! I have never seen a better framework, and the documentation is very clear and clean.
10/10
Beautiful words my friend, thank you sincerely ![]()
Story Framework is an amazing product. I first found it while struggling to figure out how to create meaningful interactions within my game worlds and to be able to tell a story to my players. Using it I have been able to quite easily achieve this goal.
Suddenly I could add that hard puzzle without feeling that I had no low friction way to let players know how to solve it. I could create atmostphere or guidance with torn pages of journals or whole chapters of books etc etc. I saw, with my own eyes, as players would look forward to finding the clues and objects within my world. Suddenly I wasn’t afraid to hide a code carved at the base of “Aunt Julia’s most coveted jar” or have that one journal on a bookshelf expose a heinous family secret. My players actually were having fun finding these objects.
This is the power of Story Framework. It truly frees us developers and designers to have the confidence to make our worlds tell our stories. To add the lore to the worlds we craft.
Best of all Story Framework is actively maintained with real passion. The author both helps with anything you try to do with SF and listens to the feedback they receive. Promptly fixing bugs or issues. The author has even adding such things as GASP integration. Giving me, as a user of SF, the confidence to automatically add this tool to any Unreal Engine project I make.
Amazingly descriptive overview bro, and happy to hear how much it has helped you realize your narratives! Super big thank you
A lot of my time get’s sunken into SF so these comments really do bring a smile to my face ![]()
This seller is absolutely insane—in the best way possible.
His feedback and explanations are lightning fast.
Unlike some other sellers who say things like ‘go watch YouTube’ or ‘go study first’ in a rude tone, this person answers even the most basic questions with sincere effort and kindness.
He even cheerfully accept requests for additional features(which is freaking awesome).
The updates come at an incredibly fast pace. SF4 already? It’s been a while since I’ve seen such a hardworking developer—haha. ![]()
Honestly, I’m starting to worry about his health.
Hands down, this is the best framework in the world.
Appreciate the beautiful comment my friend ![]()
Story Framework wouldn’t be what it is without the amazing people like you in our community ![]()
It’s obvious that you can develop a cool game using the Story Framework, and it would be very easy to do. But I’m using it for a slightly different purpose — for learning.
If you want to learn how to make games, use this framework. You’ll discover tons of interesting things. It’s better than all YouTube tutorials together. I’m diving into the framework’s structure and learning a lot.
Love to hear that it’s helping you learn more about different development practices bro, and thank you for the kind words ![]()
Best dev and seller out there! Always here to help in the discord to answer questions, help with custom tasks and problems. One of the most useful templates for Unreal Engine ever!
Absolutely amazing words my friend, thank you! Made my day ![]()
I just wanted to take a moment to thank Ctrl from VisualOne for being such an incredibly helpful and supportive creator. When I first started working with Unreal Engine, I was a complete beginner. I had a vision in mind, but it felt impossible to bring it to life — until I discovered the Story Framework 4.
Thanks to this amazing framework and the clear structure behind it, I’ve been able to build something I once thought was far beyond my skill level. The journey has been inspiring and transformative. I’ve grown so much, not only in technical skills but in confidence as well.
Ctrl, your work and your dedication to helping others do not go unnoticed. You’ve made a huge impact on my development path, and I truly consider you a rare and special person in the community. Thank you for everything you’ve created and shared!
I appreciate the beautiful comment my friend ![]()
It brings a smile to my face hearing how much my work is helping others on their game dev journey to learn more about the thought process of structuring systems and how I’ve gone about building them.
I know when I started my journey into Unreal everything was extremely daunting at first, so hearing that I’m making it all a tad bit more digestible is an amazing feeling ![]()
Once again, thank you for the touching comment brodie <3
When using the “fixed camera mode” like the example, can that also be the default play style? And if so, would it be easy to add a point and click method instead of a player control method?
Hey brodie ![]()
Oh yea for sure. you could slot a few of these “fixed” camera view areas together to create an environment that’s only played through these custom camera angles.
Regarding point and click movement,
SF doesn’t effect or require character movement in any way, other than simply restricting it. So setting up point and click control should be pretty straight forward. Something else you’d probably also want to look into, is changing how interaction is handled which would just require it’s trace to be changed. We would then need to trace under the cursor instead of in the cameras forward direction, simulating that point and click interaction.
If you’d like to discuss this or seek any guidance, then please do feel free to reach out privately via email or discord <3
Oof, I was about to order it on sale , but it ended sooner than I thought. I’ll get to it once it’s on sale again, thanks!
Story Framework 4 is one of the most solid and thoughtfully designed systems I’ve used in Unreal Engine — it makes building narrative-driven games a real joy.
The camera handling, interaction logic, and story progression tools are clean, intuitive, and incredibly flexible. I even integrated it into a project with third-person combat mechanics, and it adapted beautifully.
But what truly makes SF4 stand out is the developer behind it. He’s not only talented, but also extremely kind and responsive — his support is top tier and he genuinely cares about helping others get the most out of the framework.
Absolutely 5 stars. If you’re building anything story-focused in UE, this is a must-have.
★★★★★
Thank you sincerely for the beautiful comment brodie, really means a lot ![]()
Happy to hear you’re finding SF4 and the community around it enjoyable and supportive my friend, and always happy to help ![]()
Best of luck with your projects!
I really enjoy this framework and am having a lot of fun getting to learn it. Some friends and I found it perfect for a small project we’re working to just learn more about the engine, but not have to recreate the wheel for an interaction and dialogue system, but instead get into the meat of the narrative story we want to tell.
One thing that I think could improve the current version is that I found (as I am working through seeing how things work) is for the Interactable NPC’s, it seems a bit weird how the Player Character Location is set manually. I’m assuming an object was placed until it looked right in the camera and then the location was copy pasted in.
Have you considered on the NPCInteractableBase_BP making the SetCharacterLocation var to “Show 3D Widget”
It seems to me it would make it a better visualization to the user of where the player character will exist during the exchange.
I did have to do a little tweaking as the gizmo seems to be in local space and doesn’t convert to world super well, but I was able to (in the NPCManager_AC) convert it to world space with the following
Which then lets you see a representation of where the player will be during the dialogue sequence
Hey brodie,
Glad to hear SF’s helping boost you and your groups project forward ![]()
I like the idea you’ve proposed here for sure. Small little QoL feature that would definitely help with better visualizing the position of the player during dialogue if custom camera angle’s are used, like you mentioned. Will definitely look into replicating this in the upcoming NPC update (SF5).
Appreciate the recommendation my man, and best of luck with your projects ![]()

