Data

Overview

Data structures used to define quests, quest steps, and their statuses.

CQuestStatus

Enum representing the final outcome of a quest or quest step.

Name Description
UNSET Default state, quest/step has not been resolved yet
FAIL Quest/step has failed
SUCCESS Quest/step has succeeded

CQuestInnerStatus

Enum representing the internal lifecycle state of a quest.

Name Description
UNSET Quest has not been evaluated yet
ACTIVATED Quest condition passed, quest is active and processing steps
CLOSED Quest has been terminated (via terminateQuest)

UCQuestStep

UObject representing a single step in a quest. Created via UCQuestBPLibrary::makeActorQuestStep or makeRoomQuestStep.

Name Description
questId Read-only FName identifying the parent quest (assigned by UCQuestManager)
questStepId Read-only FName identifying this step (assigned by UCQuestManager)
status CQuestStatus of this step (default UNSET)
thingToInteractWith FName of the actor or room tag that triggers this step. Use * for any source
stepActorAction Delegate FCBP_questStepActorAction fired when an actor interaction matches
stepRoomAction Delegate FCBP_questStepRoomAction fired when a room interaction matches

FCQuestStruct

Struct representing a complete quest definition.

Name Description
questId Read-only FName identifying the quest (assigned by UCQuestManager)
status CQuestStatus of the quest (default UNSET)
questCondition Delegate FCBP_questCondition evaluated to decide if the quest should activate
questStepMap TMap<FName, UCQuestStep*> ordered map of step ID to step object

Delegates

Name Description
FCBP_questCondition (UCBoolContainer* valueToEdit) — evaluated to activate a quest. Set valueToEdit->result to false to prevent activation
FCBP_questStepActorAction (UCQuestStep* questStep, AActor* source, AActor* otherActor) — fired when an actor-triggered step matches
FCBP_questStepRoomAction (UCQuestStep* questStep, FCRoomQuestContainer roomQuestContainer, AActor* otherActor) — fired when a room-triggered step matches

FCNTriggerByActorStruct

Struct used by the custom quest node editor for actor-triggered steps.

Name Description
triggeredBy_properties FName of the actor that triggers the step
action_properties FCBP_questStepActorAction delegate to execute

FCNTriggerByRoomStruct

Struct used by the custom quest node editor for room-triggered steps.

Name Description
triggeredBy_properties FName of the room that triggers the step
action_properties FCBP_questStepRoomAction delegate to execute