A little update of example projects for UE 4.15 and 4.16.
I added master quest and quest task blueprints, which can be used to apply global changes to all child blueprints, like showing specific effects or widgets.
It also simplified all other quest and quest task blueprints in example project (all repeatable code now in a master blueprints).
You can use master blueprints in your projects as templates and adjust them according to your requirements.
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Quest System
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Kelheor repliedGood news for everyone, who use behavior tree based dialogue systems (like this one).
Now Quest System Plugin has built-in tasks and decorators, so you can easily accept, complete or add progress to your quests or tasks.
Tasks:- AcceptQuest
- AddProgressToQuestTask
- CompleteQuest
Decorators:- CanAcceptQuest
- CanCompleteQuest
- CanAddProgressToTask
Example:
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Kelheor repliedOriginally posted by Pinotti View Postdoes the system also provide a basic inventory to reference the quests to? e.g. check if a item is inventory to proceed in the quest logic?
But of course, if you have an inventory system, you can make any kind of checks for it in requirements blueprints(for quests and quest tasks).
For example you can check if item is exist in inventory and if it's not, the player can't complete a quest or task.
Because requirement checks is universal thing(you have an implementable function with boolean as a return type), you can check everything what you want.Last edited by Kelheor; 12-20-2016, 08:05 AM.
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Pinotti replieddoes the system also provide a basic inventory to reference the quests to? e.g. check if a item is inventory to proceed in the quest logic?
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Kelheor repliedI added list of rooms with examples.
Supported engine versions: 4.12 - 4.14
However it possible could work in a previous versions of engine, if you will build a plugin for them.
I'm not providing support for them because otherwise it would be harder to add new features for this plugin in future.
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Kelheor replied
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