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Quest Manager
The Quest Manager is the central component that oversees the progression, networking, and saving/loading of all quests for a specific player.
To use the plugin, you must attach a UPulseQuestManager component to a persistent Actor that represents the player.
Component Setup
- Open your Player Controller Blueprint (e.g.,
BP_PlayerController). - In the Components panel, click Add and search for Pulse Quest Manager.
- Attach the component to your Player Controller.
Quest Set
The Quest Manager requires a Quest Set to function properly. A Quest Set is a collection that includes all quests that should be executable by this specific Quest Manager. Make sure to create a Quest Set and assign it to the Quest Manager in the Details panel so that the manager knows which quests it is allowed to process.
The manager will now automatically handle all StateTree executions and synchronize active quests with the client.
Handling Events & UI
You can bind to events on the UPulseQuestManager to update your UI (e.g., showing a notification when a quest is completed).
In Blueprints, select the Quest Manager component and bind to these events in your Event Graph:
On Quest StartedOn Quest FinishedOn Objective StartedOn Objective Finished
View Models for UI: Pulse Quest ships with built-in View Models (MVVM). It is highly recommended to use these provided View Models for your user interface, as they automatically bind to the Quest Manager's state and keep your UI updated without manual event wiring.
Saving & Loading
When saving the game, the system will persist the Quest Manager Data. This means all active quests, completed quests, and current objective states are automatically saved and restored when the Quest Manager Data is loaded.
