System overview

ADS Quest System is a quest system centralized in a DataTable. Each row in that table corresponds to a quest and groups the information needed for it to work: its name, description, type, category, objectives, rewards, and the rules that determine its flow. Quest types can be main, secondary, tertiary, tutorial, or event. The Quest Manager included with the plugin lets you create, view, and edit quests in a dedicated interface. Direct DataTable editing remains possible, but the manager is more convenient for day-to-day work.

A quest can remain locked until its defined conditions are met, including completion of other quests. It can then be obtained, tracked, completed, abandoned, or failed. The system can also change a quest state manually when your gameplay requires it. When a quest is completed, it can automatically change the state of other quests to unlock the next part of a story, start a side mission, or advance a quest chain.

Objectives are organized into successive stages. A stage can contain one or more objectives, all of which must be reached before moving on to the next one. Each objective has its own type: item, enemy, NPC, location, quests to complete, or custom logic. This organization can, for example, ask the player to collect several items, then talk to an NPC, before reaching a specific location.

The system is independent from your other game systems. It does not decide how your inventory, currency, experience, dialogue, or UI are managed. It provides information and sends dispatchers when a quest state changes, an objective progresses, a stage is reached, a quest is completed, or tracking changes. Your Blueprints and systems can then react to those events according to your project needs.

Finally, a participant component can be added to actors involved in quests. It can display a quest-giver indicator above a character, or an objective indicator when an actor is linked to the tracked quest. This gives the player visual cues about who to talk to or where to go.