Systems / Quests
Quests System On Fab
A data-driven quest system for single-player games, with its interface finished. Quests are Data Assets, your game reports what happens through one node, and a quiet HUD shows it: a tracker, a notice queue, a journal, quest offers, quest dialogue, world markers and a compass. Everything saves in one snapshot.
One minute and forty-six seconds: offers, dialogue, the tracker, the compass, the journal and the demo. Music only.
Showcase characters not included: the characters in the trailer and the pictures (KayKit Adventurers by Kay Lousberg, CC0) are not in the package. The demo ships three simple rigged figures of its own.
What it does
Tested: 61 automated tests pass on UE 5.3 and UE 5.8 (Windows). Measured at 1920x1080 on an i7-14700 with an RTX 4060: the demo map runs at 12.2 ms a frame, and the quest HUD costs 0.07 ms of game thread.
Quests as data
Quests are Data Assets in a catalog: steps of parallel objectives, optional and hidden objectives, prerequisites, level and world conditions, time limits, repeatable quests with a cooldown, and hidden quests found by exploring.
Ten objective types, one node
Kill, Collect, Deliver, Talk, Explore, Craft, Escort, Defend, Puzzle and Custom. Your game reports what happens with ReportEvent, and an event touches only the objectives that listen to it.
Rewards and saving stay yours
Rewards are handed to your game, never applied behind its back. There are events for everything, and one snapshot holds every quest for your own SaveGame.
Quest dialogue
Givers speak before the offer, reply to Accept or Decline, give progress lines and thank you before the rewards, letter by letter. A speaker can animate, turn to the player and move its mouth with the text.
Tracker and notices
The tracker sits under the top-right corner, so the corner stays free for a minimap. Notices wait in a priority queue: main quests first, completions before starts.
Journal and offers
Active, Completed and Failed, grouped by category, with search and five orders. The offer panel shows who offers the quest, its objectives and its rewards.
World markers and compass
Markers and screen-edge arrows for the tracked objective, with its distance. The compass keeps you at its centre and slides the objective past as you turn.
Accessible, with tools
Keyboard, mouse and gamepad; text scale, reduce motion and never colour alone. Console cheats, a debug panel and a Quest Editor are included.
Quick start
Add the manager
Add BP_QuestManagerComponent to your PlayerController and set its Catalog.
Show the HUD
Create WBP_QuestHUD, add it to the viewport and call Setup with the manager. Call ToggleJournal from your journal key.
Report what happens
Call ReportEvent from your game, and put BP_QuestTargetComponent on quest givers and objects.
Connect conditions and rewards
Implement BPI_QuestWorld on your PlayerController.
What it does not do
- No character is included: the manager goes on your own PlayerController.
- No branching dialogue: the only choices are Accept and Decline.
- No minimap: the HUD keeps the corner free for one.
- No audio is included: every notice, the journal, the offer and the dialogue have an empty sound slot for your own.
- No multiplayer or replication.
- The interface is in English only.
- UE 5.4 to 5.7 are not tested.