Hello and thank you for purchasing my Unreal Engine 5 Quest Blueprint System. This document was created to help you get started. If you find any bugs, or have any questions please reach out and let me know.
Thanks again, and have a great day!
—Dynomega
A quick breakdown of the project folder structure
The Blueprints/, and the UIs/ folder is where the majority of the magic happens. All other folders are for your typical supporting assets, such as the demo world, meshes, materials and textures. The Demo/ThirdPerson/ folder is everything included in a default ThirdPerson project. The system is not dependent on the ThirdPerson content, it is simply used for the player character and NPCs in the demo world.
The Blueprints/ folder is broken down into 5 parts, Components, QuestEvents, QuestIndicators, QuestObjectives and Variables. “Components” are the actor components that help drive the various systems. “Variables” is where you will find the Data Tables, Enums, Interfaces and Structures for the various systems. At the root of the “Variables” folder you will also find a BP Function Library for some of the common or reused helper functions. The other folders under Blueprints are for the various parts of this quest system like indicators, objectives, and events.
In the Demo/MapHelpers folder you will find the Push Buttons, Platform to Platform Portal, and the Level Travel Portal blueprints.
The UIs/ folder is easier to follow, and is broken up into folders by the different display. Each folder contains just the parts used by that particular user interface. There are a few images used by the UI for effects like gradients, highlights and shadows, these can be found in the Demo/Textures/Images/ folder. The overhead of these images is very light, only 5 files, and about 30KB in total disk usage combined at the time of writing this.