The quest state is how we determine the progression of an individual quest. Quest state also determines what indicator, if any, is shown on a quest target. Quest states are also used to control quest events which let you create custom logic when the quest state changes to a specific state.
List of Quest States
Null Any new quests you add will start off in this state, but on begin play by the player any quest in the null state will be evaluated to be either Available, or Not Available if a prerequisite stops it from being available. You should never need to set a quest to null during runtime.
Not Available Quests in this state are recognized by the system, but not currently available to the player because a prerequisite was not satisfied. See the Quest Prerequisites chapter of this documentation to learn more about them.
Available Quests in this state are available for the player to accept in the world by interacting with an actor with a tag matching the one set on the StartAtActorTag for the quest.
In Progress The player accepted the quest, but has not finished all the objectives.
Ready to Turn In The player has completed all the objectives, and the quest is ready to be turned in to an actor with a tag matching the one set on the CompleteAtActorTag for the quest.
Completed The quest is finished and has been turned in by the player, the player has received the quest reward.
Failed If you create logic that will cause a quest to fail you can set it to this state when it does fail. This will show a special indicator, as well as give the player the option to retry in the quest window at the starting NPC. An example of this is if you create logic to have a countdown timer the quest must be completed by, or else fails.
Control Quest State Externally
You can also control the state of any quest externally. You can utilize this functionality to auto accept or complete quests based on logic from your game.
Take a look at the button example on the final platform of the demo world to see how you can control the state of the quest just by stepping on the different buttons in the world.
Show Indicator for Completed & Not Available
By default these states do not show quest indicators, however if you wish to show them, perhaps as an indicator to the player that they either have work coming up soon, or they already finished the work in the area, take a look at the AC_Quest_PlayerState component’s shouldShowQuestIndicator function. If you want to show the indicator for either of these states just adjust the execution pin to the proper return node.