Quest Manager Subsystem

Detailled doc about the Quest Manager Subsys

This is a Game instance subsystem that handles the logic of the quest system, you can retrieve a lot of informations by accessing it. You can access it from almost any Blueprint, as long as the blueprint is linked to a UWorld Object (ie: any actor, character widget bp, etc). The UBaseQuestObjective don’t have acces to the Manager by calling it like any other blueprints. Instead, the manager is defined in the cpp parent class so you can access it directly as a variable.

When you earn a quest, it is added to the owned quest array. The active quest is the one displayed on the HUD.

Note that even if a quest is not active, as long as it is in the owned quest, it is completable

Api
Variable
Access
Description

Owned Quests

Getter

Array of UQuestInstance that represents all the current quests that are active and completable

Completed Quests

Getter

Array of UQuestDefinition that represents all the quest that were previously completed

Active Quest Index

Getter

Integer that represent the current Active Quest (ie. the one dispalyed on the HUD)

Functions
Description

GetCompletedQuests

Getter for CompletedQuests

GetOwnedQuests

Getter for Owned Quests

GetActiveQuestIndex

Getter for Active Quest Index

GetActiveQuest

returns OwnedQuests[ActiveQuestIndex]

GetActiveQuestObjectives

returns an Array of UBaseQuestObjective that are the objectives of the active quests

GiveQuest

Give a Quest to the Actor

UpdateActiveQuest

Change the active quest to be displayed on the HUD

Event Dispatcher
Description

OnQuestStarted

Is Called when a quest is started (ie: given to the user)

OnQuestCompleted

Is Called when a quest is completed (ie: all non-optional objectives were completed)

OnActiveQuestChanged

Is Called when the active quest has changed

How To access it

From any blueprint graph just type Get Quest manager subsytem:

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