A source-available Unreal Engine plugin for graph-authored, non-linear quest systems. Designers compose questlines visually — nesting prerequisite expressions, naming outcomes, routing through activation groups and reusable rules — and the authored graph compiles into runtime quest data. Currently free for non-commercial use, with an MIT-licensed free-use release planned following a future funding milestone.
This version is for Unreal Engine 5.6.
See CHANGELOG.md for version history.
- Visual graph editor — author questlines as a composable node graph. Custom Slate widgets for combinator, group, utility, and step nodes; inline tag pickers; dynamic pin management; in-editor compile with clickable diagnostics that navigate to the offending node.
- Nested prerequisite expressions — AND / OR / NOT combinators plus reusable Prerequisite Rule portals. Any content node can gate activation, progression, or completion on an arbitrarily deep boolean expression authored inline.
- Named outcomes — nodes resolve with designer-authored outcome tags. A combat step can complete with
Victory,Retreat, orNegotiated, and downstream wiring routes each outcome independently. No binary success/failure constraint. - Structured objective activation — activation delivers a typed
FQuestObjectiveActivationParamsstruct (target actors, classes, element counts, typed CustomData, ActivationSource). Designer-authored step defaults, giver components, event-bus publishers, and step-to-step handoff all merge additively. An OriginTag and OriginChain track the cascade path across Quest and LinkedQuestline boundaries so objectives can branch on "who activated me" without glue code. - Linked questlines — reference external questline graph assets inline. The compiler inlines the linked graph with bidirectional tag resolution and dual-tag (contextual + standalone) subscription support.
- Live PIE inspection — per-state colored halos on graph nodes, live leaf satisfaction tinting in the Prereq Examiner, and a searchable WorldState Facts panel showing every asserted fact. No log-diving required to understand the running state.
- Authoring diagnostics — project-wide Prereq Tag Validator toolbar action flags broken cross-graph references (orphaned leaves, Rule Exits pointing at missing Rule Entries, unused Rule Entries); Stale Quest Tags nomad tab + headless commandlet cover the full project (loaded levels, Actor Blueprint defaults, unloaded levels including World Partition) with per-row Clear and a CI-friendly exit code for ship-pipeline gating. Together they catch authoring drift the compiler can't see.
- Two-plugin architecture — SimpleQuest sits on top of SimpleCore, a standalone coordination layer any system can use independently.
SimpleQuest is a quest and narrative system built on SimpleCore. SimpleCore has zero knowledge of quests — it's a standalone coordination layer that any plugin or project system can use. Future suite plugins (dialogue, progression, inventory) will depend only on SimpleCore, inheriting automatic interoperability with SimpleQuest.
Foundational coordination layer. Runtime + editor modules. Free and unrestricted.
USignalSubsystem— hierarchical tag router. Subscribers on a parent gameplay tag receive events from every descendant tag. Channels keyed by tag and payload type; payloads are plain USTRUCTs delivered viaFInstancedStruct. Designed to complementGameplayMessageRouter, not replace it.UWorldStateSubsystem— persistent queryable fact store keyed by gameplay tag with integer counts. Boundary-transition broadcasting, bulk operations, and fact-added/removed events. Late-registering components read current truth directly — safe for streaming, dynamic spawn, and multiplayer join-in-progress.SimpleCoreEditor— editor module. Provides the WorldState Facts inspector nomad tab and PIE debug channel. Usable without SimpleQuest.
Quest and narrative system. Runtime + editor modules, with an optional Electronic Nodes integration module.
- Tag-addressed, instance-based runtime. Every compiled quest node is a
UObjectaddressed by gameplay tag. The manager subsystem, components, and signal bus all route by tag. - Pull-based prerequisite activation. Deferred nodes subscribe to WorldState changes per leaf tag. When all conditions are met the node activates — no polling, no ticking.
- Component catch-up with outcome recovery. Givers, watchers, and
BindToQuestEventsubscribers that register after quest events have already fired receive the current state immediately — and recover the actualOutcomeTagof any already-resolved quest viaUQuestResolutionSubsystem, the rich-record half of the two-layer state architecture (WorldState answers "did it happen?"; the resolution subsystem answers "with what outcome?"). - Outcome-filtered watchers. A watcher component can filter which outcomes it responds to; empty filter = all outcomes.
- Unreal Engine 5.6 or later
- Visual Studio 2022 (Windows) or Xcode (Mac) with C++20 support enabled
- Copy the
SimpleCoreandSimpleQuestfolders into your project'sPlugins/directory. - Right-click your
.uprojectfile and select Generate Visual Studio project files. - Open the solution and build the Development Editor target.
- Enable both plugins in Edit > Plugins if they are not already active.
To use SimpleQuest as a source dependency in another plugin, add "SimpleQuest" (and "SimpleCore" where coordination APIs are consumed directly) to your .uplugin or Build.cs dependencies.
Right-click in the Content Browser and select Quest > Questline Graph. This creates a UQuestlineGraph asset containing an empty editor graph with only an Entry node and a default Outcome terminal.
Open the asset to launch the graph editor. From Entry, drag off a wire and place a Quest node. Quests are composed of ordered Step nodes with inline objective class pickers — drop the objective type from the Step widget, assign targets and parameters, and wire outcomes to downstream paths.
Useful constructs as your graph grows:
- AND / OR / NOT combinators — wire into any node's
Prerequisitespin to gate activation on a boolean expression. - Prerequisite Rule Entry / Exit — define a named rule once; reference it from multiple content nodes without duplication.
- Activation Group Entry / Exit — many-to-many node activation topology without per-wire bookkeeping.
- LinkedQuestline — reference another questline asset inline; the compiler expands it with full outcome pin synchronization.
The Questline Outliner tab, Group Examiner, and Prereq Expression Examiner panels all provide read-only inspection of the graph's structure — particularly useful as graphs grow beyond a single screen.
Hit the Compile button on the graph editor toolbar (or Compile All from the editor's main menu). The compiler generates runtime node instances and registers the required Gameplay Tags. Errors and warnings appear in the message log with clickable navigation to the offending node.
Subclass UQuestManagerSubsystem (Blueprint or C++), add your compiled questline to the subclass's InitialQuestlines array, and register the subclass in Project Settings > Plugins > Simple Quest > QuestManagerClass. The subsystem activates everything in InitialQuestlines on game start.
For programmatic activation (e.g. from a dialogue trigger, save-load handler, or level streaming callback), call ActivateQuestlineGraph(UQuestlineGraph*) on the running subsystem instance.
| Component | Attach to | Purpose |
|---|---|---|
UQuestPlayerComponent |
Player Pawn or PlayerState | Tracks the local player's quest state |
UQuestGiverComponent |
NPC Actor | Offers and activates quests on interaction |
UQuestTargetComponent |
Enemy, item, or location Actor | Responds to trigger, kill, and interact events |
UQuestWatcherComponent |
Any Actor | Receives lifecycle events for one or more quests |
Start Play In Editor. The graph panel shows per-state colored halos on content nodes (active, completed, blocked, etc.). Open the Window > Developer Tools > Debug > World State Facts panel for a searchable live view of every asserted fact. Hover any leaf in the Prereq Examiner to see whether it's satisfied, unsatisfied, or in-progress.
Two additional surfaces surface broken or stale tag references the compiler can't flag on its own:
- Validate Tags (questline graph editor toolbar) — project-wide scan for prereq leaves pointing at missing fact tags, Rule Exits pointing at missing Rule Entries, and unused Rule Entries. Results go to the Quest Validator message log with per-node navigation tokens. Read-only; never modifies assets.
- Stale Quest Tags (Window > Developer Tools > Debug) — nomad tab listing quest-component tag references whose target isn't registered in the runtime tag manager. Scan Loaded stays at the sub-second loaded-levels scan; Full Project Scan fans out to Actor Blueprint defaults and unloaded levels (with comprehensive-vs-class-filtered World Partition coverage). Per-row Source badge (Loaded / BP CDO / Unloaded) drives a matching navigation affordance: Find frames a loaded actor, Open BP opens a Blueprint editor, Open Level loads a containing umap. Per-row Clear works on every source; multi-select + Clear Selected (N) wraps a confirmation dialog (with per-source breakdown) and an atomic single-transaction undo around the bulk mutation; affected packages roll into a panel-header Save All Modified button. Sortable + filterable columns include Source, Level (umap leaf for Loaded/Unloaded; em-dash for BP CDOs), Actor, Component, Field, and Stale Tag. Headless equivalent ships as a commandlet —
UnrealEditor-Cmd.exe <project>.uproject -run=StaleQuestTagsScan -OutputJson=<path>writes structured JSON and returns0(clean) /1(stale found) /2(infra failure) for CI gating; a Windows.bathelper atScripts/RunStaleQuestTagsScan.batwraps the invocation.
Both are pull-based: you open them, review, decide. Neither runs automatically or modifies data without an explicit click.
UQuestlineGraph (asset, authored in the graph editor)
│
│ (FQuestlineGraphCompiler)
▼
Compiled nodes + Gameplay Tags (registered as native at game start)
│
▼
UQuestManagerSubsystem.ActivateQuestlineGraph()
│
▼
UQuestNodeBase instances (Quest, Step, portals) — keyed by compiled tag
│
│ (USignalSubsystem — tag-hierarchy publish)
│ (UWorldStateSubsystem — persistent fact store)
▼
Subscribers: watchers, givers, targets, UI
Editor-side compilation translates authored graphs into runtime node instances and compiled Gameplay Tags. The compiler is factory-registered via ISimpleQuestEditorModule::RegisterCompilerFactory — subclass FQuestlineGraphCompiler and register your factory to replace the pipeline wholesale. The default compiler supports LinkedQuestline expansion, named outcomes, prerequisite expression flattening, and cross-graph signal resolution.
UQuestManagerSubsystem orchestrates activation, deactivation, prerequisite monitoring, and quest lifecycle events. Scoped to GameInstance so quest state persists across level transitions. Every quest node carries a stable QuestGuid (save identity) and QuestTag (routing identity) — GUIDs survive rename operations, tags resolve to specific nodes on load.
USignalSubsystem and UWorldStateSubsystem provide the underlying tag routing and fact storage. SimpleQuest is a consumer of these subsystems — it does not implement its own event bus or state store. Any system in your project can use the same coordination primitives without touching SimpleQuest.
Three tiers of extensibility, matched to the scope of the change:
Add a new quest node type by subclassing the relevant editor base class and overriding classification virtuals (IsExitNode, IsContentNode, IsPassThroughNode, etc.). Traversal, schema validation, and compilation all read these virtuals — no registration required. Matches Unreal's native pattern for extending UK2Node or UEdGraphNode.
FQuestlineGraphTraversalPolicy encapsulates classification decisions used during graph traversal and compilation. Subclass it and register your subclass via ISimpleQuestEditorModule to override classification project-wide — useful for projects with bespoke node-type behavior that differs from the defaults.
For full algorithmic replacement. Subclass FQuestlineGraphCompiler and register via ISimpleQuestEditorModule::RegisterCompilerFactory to take over the entire pipeline. Use when the compilation algorithm itself must change.
Subclass UQuestObjective (or UCountingQuestObjective for progress-tracking objectives). Override OnObjectiveActivated_Implementation to consume the typed activation params, and TryCompleteObjective_Implementation to decide when to resolve — calling CompleteObjectiveWithOutcome with the named outcome tag:
UCLASS(Blueprintable)
class UMyObjective : public UQuestObjective
{
GENERATED_BODY()
protected:
virtual void OnObjectiveActivated_Implementation(const FQuestObjectiveActivationParams& Params) override
{
// Read Params.TargetActors, Params.NumElementsRequired, Params.CustomData (FInstancedStruct), Params.OriginTag, etc.
// Wire up listeners, store local tracking state, spawn UI, and so on.
}
virtual void TryCompleteObjective_Implementation(const FQuestObjectiveContext& Context) override
{
if (/* your completion condition */)
{
CompleteObjectiveWithOutcome(MyOutcomeTag, Context);
}
}
};Your objective class appears in the inline objective picker on any Step node.
Subclass UQuestManagerSubsystem (C++ or Blueprint) and set it as the configured class in Project Settings > Plugins > Simple Quest > QuestManagerClass. Override lifecycle hooks to add analytics, integrate save systems, or inject custom activation logic without touching plugin source.
Blueprint — drop the Bind To Quest Event async node, feed it a quest tag, and wire any of the four output exec pins you care about: On Activated, On Started, On Completed (with OutcomeTag), On Deactivated. The subscription stays bound across the quest's full lifecycle and can receive events for every descendant tag under a parent subscription (e.g. subscribe on Quest.MyLine to watch the whole line). Each pin carries the event's FQuestEventContext — TriggeredActor, Instigator, NodeInfo, CustomData. Call Cancel on the returned subscription when you're done, or let the GameInstance tear it down.
C++ — use the library template for direct handle-based subscriptions:
#include "BlueprintFunctionLibs/SimpleQuestBlueprintLibrary.h"
#include "Events/QuestStartedEvent.h"
FDelegateHandle Handle = USimpleQuestBlueprintLibrary::SubscribeToQuestEvent<FQuestStartedEvent>(
this, QuestTag, this, &AMyActor::HandleQuestStarted);
// ... later, to unsubscribe:
USimpleQuestBlueprintLibrary::UnsubscribeFromQuestEvent(this, QuestTag, Handle);Same semantics as the async action, but returns a raw FDelegateHandle for caller-managed lifetime. Guards against stale tags via IsTagRegisteredInRuntime and returns an invalid handle if the subsystem or tag can't be resolved.
Project Settings > Plugins > Simple Quest — configure the runtime quest manager class, wire/pin/node color schemes, and hover highlight color.
Log verbosity — SimpleQuest logs under the LogSimpleQuest category and SimpleCore under LogSimpleCore. Set verbosity in DefaultEngine.ini:
[Core.Log]
LogSimpleQuest=Verbose
LogSimpleCore=VerboseLog statements at VeryVerbose are stripped entirely in Shipping builds.
Compiled tags INI — the compiler persists registered Gameplay Tags to Config/SimpleQuest/CompiledTags.ini for startup availability before the Asset Registry finishes loading. This file is auto-generated; manual edits are overwritten on each compile.
| Quarter | Deliverable | Status |
|---|---|---|
| Q2 2026 | Visual graph editor + SimpleCore foundation | Shipped (v0.3.0) |
| Q2 2026 | Objective activation lifecycle (typed params, origin chain, giver + runtime + step-handoff merge) | Shipped (v0.3.1) |
| Q2 2026 | Authoring diagnostics + runtime hardening (prereq validator, stale-tag cleanup panel, comment blocks, duplicate-outcome compile warning, event-subscription async action, soft class references) | Shipped (v0.3.2) |
| Q2 2026 | Catch-up outcome recovery + two-layer state foundations (UQuestResolutionSubsystem rich-record store + BindToQuestEvent reliability fixes + pin-precise drag-create alignment) |
Shipped (v0.3.3) |
| Q2 2026 | Stale Quest Tags Tier 2 — project-wide stale-tag scanning (Actor Blueprint defaults + unloaded levels including World Partition; editor panel Full Project Scan + headless commandlet with CI-friendly exit codes) | Shipped (v0.3.4) |
| Q2 2026 | Stale Quest Tags polish + design captures (multi-row mass-clear with confirmation + atomic undo, sortable Level column, sub-millisecond per-actor PostUndo rescan, designer-facing log clarity pass; rewards-design + scope-tag system docs) | Shipped (v0.3.5) |
| Q3 2026 | Save/Load system — USaveGame integration with mid-step state handling |
Planned |
| Q3 2026 | Multiplayer replication — server-authoritative quest state with join-in-progress | Planned |
| Q4 2026 | GAS integration module — GameplayTag identifiers, GameplayEffect rewards, Gameplay Event triggers | Planned |
| Q1 2027 | Expanded objective library — timed, escort, collection, and conversation objectives | Planned |
| Q1 2027 | Example project and full API documentation | Planned |
Community feedback is welcome and valuable at this stage. If you encounter a bug, a compatibility issue, or have a feature request, please open an issue with the engine version and a description of the problem or suggestion.
Code contributions via pull request are not being accepted during the current pre-release phase while licensing terms are being finalized. This will be revisited ahead of the first public release. Watch the repository for updates.
For bug reports, include the engine version, a minimal reproduction case, and any relevant output from the LogSimpleQuest and LogSimpleCore log categories.
SimpleQuest is licensed under Polyform Noncommercial 1.0.0. It is free to use, modify, and distribute for any non-commercial purpose. Commercial use requires a separate license.
The project is planned to relicense to MIT upon a future funding milestone, at which point it will be free for all uses without restriction. Commercial licensing terms will be announced separately ahead of that transition.
