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Introduction
Welcome to Pulse Quest, a highly performant and modular quest tracking plugin designed for Unreal Engine.
Pulse Quest diverges from traditional Blueprint graph-based quest systems. Instead, it natively utilizes Unreal Engine's StateTree framework. This allows you to construct, visualize, and execute quests as clean, maintainable state machines without spaghetti nodes.
What is Pulse Quest?
Pulse Quest is fundamentally an event-driven framework where quests are defined as StateTree assets, executed on a Quest Manager component, and broken down into individual Objectives.
- StateTrees for Quests: Every quest is a StateTree. The nodes in the tree represent states (e.g., Phase 1, Phase 2, Completed, Failed). Transitions between states are evaluated via conditions, eliminating complex conditional branching in Blueprints.
- Server-Authoritative: The plugin is built with multiplayer networking in mind. Quest progression happens entirely on the server. Clients receive replicated state updates and broadcast UI events.
- MVVM Ready: Pulse Quest ships with native Model-View-ViewModel (MVVM) objects (
UMVVMPulseQuestManager,UMVVMPulseQuest, etc.) to make UI integration seamless and tick-free. - Automatic Serialization: Variables marked as
SaveGameinside your objectives are automatically saved and loaded.
How to use this documentation
This documentation is broken down into specific classes and concepts to help you integrate the plugin:
- Installation Guide: Setup instructions specific to this plugin.
- Quest Manager: How to add the central component to your player.
- Quests: How to author Quest Assets and StateTrees.
- Objectives: How to create custom quest objectives.
- Shared Quests: How to set up multiplayer cooperative quests.
