Release Notes¶
🇬🇧 English | 🇺🇦 Українська
A short summary of each release — what is new, what is fixed, and anything worth knowing before you upgrade. Newest first.
1.0¶
The first public release. Unreal Engine 5.7–5.8.
What's in it¶
Quests are data, not code. Author quests and objectives as Data Assets in the Content
Browser — UQuestData and UQuestObjectiveData. A designer can build and change quest content
without opening the project in an IDE. See 03 — Authoring Quests.
No setup to integrate. UQuestWorldSubsystem attaches a quest manager to every player and
to the game state by itself, so the plugin does not require a custom PlayerState or
GameState and does not ask you to rebuild your player class around it. See
02 — Zero-Config Integration.
Progress is event-driven. Your gameplay code reports what happened —
NotifyQuestEvent and its helpers — and the plugin decides which objectives that advances,
including sequential objectives and shared kill credit. See
04 — Event-Driven Progress.
Multiplayer is built in, not bolted on. Quest state replicates, party quests share progress between members, and a single map can host single-player and multiplayer play at once. See 06 — Multiplayer.
World components for the common cases. Quest Giver, Quest Receiver, their marker subclasses, Interactor, Quest Target and Location Trigger — plus ready-made actors when you want to drop something into a level and move on. See 05 — World Components.
Save and load on your terms. ExportState / ImportState hand you the quest state as data
to embed in whatever save system you already have, rather than imposing one. See
07 — Serialization.
Everything is available from Blueprint. The full UQuestBlueprintLibrary covers the same
surface C++ has. See 08 — Blueprint Library Reference.
Content problems are caught early. Circular dependencies between quests are detected, and console commands let you drive quest state while testing. See 09 — Validation & Cheats.
Extension points where you need them. Custom rewards, extended components, and sending events from your own systems. See 10 — C++ Integration.
Upgrading¶
Nothing to upgrade from — this is the first release. Start at the Quick Start.
The plugin's own CHANGELOG.md is not shipped separately; this page is the record of what each
release contains.