Description
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For Written Documentation: Google Docs
For Video Documentation: Youtube Link
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The Komodo Quest System is a framework for building out quests of any kind including but not limited to challenges, side missions, main story missions, procedural missions, and more. It supports using data tables, modular delegates(Event Dispatchers) that can be used in any blueprint or class with an event graph(No casting required!), quest specific progression, saving/loading of quest data/progress, and more.
All of this is wrapped up in a single node that can be accessed from anywhere and persists the data between levels and game sessions, the plugin also comes with an objective system where you can place objective markers and text in different parts of your game from actors, widgets, characters, etc. and control them easily. Objectives also integrate directly into Unreal Engines localization system.
Features:
Extensible framework for creating quests of any kind including procedural quests, challenges, story missions, etc.
Built to be modular, you can access the system from any event graph or cpp file and use it.
Create delegates anywhere without needing to cast between classes.
Comes with an objective system that supports text for HUD and world/screen space widgets for actors with distance visibility options.
Supports localization for objective text.
Included formats
- versions