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Quests
A Quest is the core data asset that defines a specific mission or storyline in your game.
Rather than executing blueprint graphs, a Quest acts as a configuration file that links to a StateTree, which then handles all the logic.
Creating a Quest
- In the Content Browser, right-click and select Miscellaneous -> Data Asset.
- Choose
PulseQuestas the class. - Name your new asset (e.g.,
DA_Quest_FindBlacksmith).
Configuring the Quest
Open the Data Asset. You will see several configuration options:
- Tag: Assign a unique
GameplayTagto identify this quest globally (e.g.,Quest.Main.Blacksmith). - Display Name & Description: The text shown to the player in the UI.
- Quest Data Class: The instanced runtime data object that will hold variables for this quest.
- State Tree: This is the most crucial property. Here you link the StateTree asset that contains the actual quest logic.
StateTree Schema
When creating a StateTree for your quest, ensure you select the PulseQuestStateTreeSchema. This schema guarantees that the nodes within your StateTree have access to the Quest Manager and the Quest Data at runtime.
Saving & Loading
When the game is saved, the associated runtime Quest Data (which stores the specific state, variables, and flags of the quest) is automatically saved alongside the Quest Manager, ensuring that quest progression is reliably preserved.
