Finally! Someone who provides the project files from their tutorial. You're awesome for doing that! Sometimes I just want a small piece of what a tutorial is doing, and I don't want to follow the whole thing. So it's nice to be able to look at the project files and just find what I need out of it.
@Beardgames2 жыл бұрын
No problem at all Thom thanks for supporting the channel amigo!
@ericjlong299511 ай бұрын
Hey nice tutorial Beard. Do you know how to set this system up so that I could save the finished quest? I am using the dynamic combat system and it already has game mode and save object and I can add another "then" pin to a sequence node. What variable would i use to save this way from this tutorial's quest system?@@Beardgames
@NemraV1.12 жыл бұрын
I'm fed up of all those UE versions that dosen't match att all, connecting node is a real probleme because of updates that changes little things I guess and create errors, and so I can't do this tutorial, I have bunch of error that you don't have in the video, (im using the 4.27 version), I don't have other choice than do it manually I guess
@Yuguta4205 ай бұрын
same here ;(
@raheel269211 ай бұрын
It keeps saying "Could not find a variable named QuestInfo in BP_Quest_C" Anyone had this issue?
@bumblekings985414 күн бұрын
late but how do you add multiple objectives to a quest like pickup x amount of an Item.
@TheRealJackArthur3 жыл бұрын
Life saving videos like always man! Please never stop!
@Beardgames3 жыл бұрын
Haha respect brother
@tonybush5652 жыл бұрын
If I dont want the quest from NPC#2 to be available before completing NPC#1's quest first, how do I do so?
@Asheline_ Жыл бұрын
I love these tutorials! These have been a great help, I am currently making an investigation game with my project team where the player investigates an old mansion. We are making the game in first person, so translating the code you made for a first person player has been the biggest difficulty. I made everything else work but I'm having a problem with the Location_BP since the code does not recognize the Quest Ref as an array element. I can't connect the Quest Ref to the loop because of this problem. This is my first time working with UE so I'm happy these tutorials exist. Thank you for your hard work! :)
@specops29252 жыл бұрын
I'm really loving your tutorial series! Your blueprints are clean, your structure is clean and modular. Really nice! An interesting thing can u do more tutorial series like side Quest and story quest and how to save collent to the next level
@beatdpwned7374 Жыл бұрын
Hey beard, I I'm at 8:03 right now and when I try to run my game, the Location Blueprint failed to compile. You think you can help me out here?
@izleyicininbiri2 жыл бұрын
If you want to add another npc's but don't want to create another dialogue widgets or other blueprints just for the other npc you can create child object of NPC. I did like that and wanted to comment if any else beginner like me wanted to do that. Thanks for the video :)
@fightingwords3540 Жыл бұрын
I need help I have everything set up but It won't let me change the actorreference in the quest. I use the eyedropper and it still says none.
@realdlps3 жыл бұрын
Great video as always and congrats on 4k subs
@vencheg7785 Жыл бұрын
problems with widgets, empty. I can’t understand what’s what, there are no variables or functions, I downloaded the 4th engine, the problem is the same. I downloaded and tried the finished project, but there is generally empty except for the dialogue, there are no quests. I upload downloaded files and the problem remains, empty widgets, at least the principle is understood how everything was done there, and there I would have figured it out already ..
@attilahulej17143 жыл бұрын
You are getting better with every video man. Keep up the good work!
@Beardgames3 жыл бұрын
Thank you so much Attila I'm working really hard to make each video better then the last. Trying to get that 10/10 content😁
@Rxelik2 жыл бұрын
Hello, i cant find the NPC_Dialog, did i miss something?
@tormartinnorvik95792 жыл бұрын
Hi Beardgames. Really enjoy your tutorials - its great stuff! I have a question regarding the dialogue and quest setup. How can I drive different animations and sounds on the NPC based on which message/quest being prompted on the screen. I.e. The NPC would begin with an idle animation. When the player press "f" to chat, the NPC should play a "talk" animation. When the player completes a quest, both the NPC and the player should play a "happy" animation. How could I incorporate this in your existing setup? Cheers!
@Vryens_Sebastiaan2 жыл бұрын
Hi man, I got some troubles.. I'm pretty new and I constantly keep getting: BP quest object reference is nor compatible with object reverence. This is by the AcceptQuest in the player... Already thx for the helpful tutorials!
@thecrypticlk3 жыл бұрын
Hey. im struggling cause for some reason when i talk to the npc again after accepting a quest it just shows a black screen and i cant end the chat. If there is anyone who might know id appreciate it. Thanks
@Zarrar28022 жыл бұрын
oooh he organizes his blueprints like me. I like this guy
@Beardgames2 жыл бұрын
You're the best raza I like your organising😎
@TheGhos1Face3 жыл бұрын
Amazing as always brother
@dubhglasstone Жыл бұрын
there is no accept quest call function in the tutorial files, and you have to redo the last part of the tutorial to make the NPC blueprint compilable without any errors.
@dubhglasstone Жыл бұрын
this and the npc blueprint is broken aswell, this is when migrating it to my own project.
@Naxx065002 жыл бұрын
Hi, can't find quest Info nowhere, it create many error for me, somebody have an idea ?
@MZONE3D3 жыл бұрын
Hey mate. How would we go about having multiple quests in a chain? Complete quest 1 on completion, quest 2 with a max of 4?
@Beardgames3 жыл бұрын
Hmm this is something I'd need to think about! The system is super simple but a bit limited with its simplicity. You could always make a new BP and put in multiple quest givers as child bps and then swap them over. Its not the most practical method but it's either that or hopping into the BP and adding another layer of functionality but that's a bit hard to explain!
@MZONE3D3 жыл бұрын
@@Beardgames yeah quite tricky stuff. One more thing, any ideas on how to operate the dialogue interface using a gamepad?
@AizaB Жыл бұрын
I really want to use this tutorial, but a lot of the code is broken for me, specifically the variables in the widget. Has anyone else had this issue at all or know of a way to resolve it?
@DjblackgameBlackgamers Жыл бұрын
Also for me was the same, you can create the variables or cancel the old ones and re-create them
@AizaB Жыл бұрын
@@DjblackgameBlackgamers I tired, but when I imported the files, I didn't know where some of the broken variables came from, so I couldn't re create them. I ended up taking the completed project from the dialogue system and implementing the quest system into it. All the variables matched up well since everything was just a continuation of the previous project. From there I was able to follow this tutorial on my project and I was able to use the completed project to refer to the variables. It's a longer way around doing it, but it gets the job done and now I have the completed project to refer to if I ever want to replicate this system again!
@vencheg7785 Жыл бұрын
@@AizaB did you figure out the problem? I don’t even have corrupted variables in the widgets, they are just empty. there is a solution? Well, or can you tell me what is there and how it works?
@vencheg7785 Жыл бұрын
@@AizaB if it's not difficult to share widgets for the quest
@AizaB Жыл бұрын
@@vencheg7785 Hey, so what I did was go to the details of the video and option 1 is a full download of the completed project. From there you can compare the variables and fill out whatever is missing on your end! Hope that helps!
@ffff-wx1np2 жыл бұрын
Great tutorial - can anyone talk me through the last reward bit? I didnt quite catch that bit. Making a new custom event called QuestReward..... But how do you trigger this event? do you need a new variable to set? Sorry total beginner here.
@orenji1382 жыл бұрын
Hey, I've got a question regarding this. I've done everything and at the end for some reason after the quest is completed, I dont get the hand in message or the completed message, it just shows the accepted message and ends the quest, what could have gone wrong?
@annaeye642610 ай бұрын
Great tutorial! Is there any way to set your quest item to spawn/be revealed in-game only once the quest is active? Thanks!
@nwhajlawn62248 ай бұрын
Did you find the solution?
@AzlanWake3 жыл бұрын
Can you post the Full Project with the Quest System added, I have some problems that I need to reference the full completed file to solve it
@Beardgames3 жыл бұрын
Sorry my friend I'm running low on upload space so it's a bit awkward to do. Could I help you over message?
@AzlanWake3 жыл бұрын
@@Beardgames Hi, Thank you for replying, I will send you a message
@fightingwords3540 Жыл бұрын
how do I fix the quest ref not valid structure type error if it won't show me the declaration. It broke my npcs sadly.
@fightingwords3540 Жыл бұрын
I fixed it I redid the node for quest ref by making a variable manually with a similar name and then restarted the engine. On restart it asked did I want to delete the problematic variable.
@BooneyianLogic2 жыл бұрын
Thank you so much for your time, working on these tutorials and providing them to us for free. I implemented the dialog and quest systems into my top-down project. Would you go into more detail about the reward system, going from the photo in the video, the reward is a struct?
@gamermd833 жыл бұрын
I'm very new at UE4 Blueprints but I'm doing my best at learning! Your tutorials have some great systems that I would love to implement but I've hit a wall that I can't get through and it's really bothering me because no matter what I do, I can't seem to fix it. Some help (from anyone!) would be SO MUCH appreciated! So, at 10:27 he's on the NPC BP under the"Interact" nodes. There are 2 nodes connected to the "Array Element" of the "For Each Loop": Quest Info w/ target and split pins, and "Active Quest" pin in the "Remove Quest" Node. Everything is connected EXCEPT, I cannot get the Quest info w/split pins connected to the Array of the For Each Loop. I've tried re-callling it from the Array, and I can't get it to pop up as a node to connect to. When I drag the target pin to the Array Element pin I get "Object reference is not compatible with BP Quest object reference." I've even tried re-calling the for each loop from the "Quest Log Info" pin on the "Event Activate Dialogue" and I still can't connect the target on the Quest Info w/ split pins. I have a feeling the solution is simple and it's really frustrating me that I can't figure it out. He doesn't show how he called this Quest Info node in the video. It worked for him from his copy paste from the nodes he had us copy paste but it wasn't working for me from the beginning. I opened all the files he gave us to download so that it would work, like he said but I had a lot more red errors in mine. I've fixed all except for this one. I'm using UE4.26.2 The Array Element on the For Each Loop is: BP Quest object reference. Someone please help, if you have an idea of how I can fix this. I'd be so grateful! Thank you!
@kaalbaard69822 жыл бұрын
I'm having the same problem. I am a noob at blueprints, but I made it this far. If someone found the anwser to this issue I would be very grateful! Thanks in advance.
@АлисаОбовсем2 жыл бұрын
Call (without Context Sensitive) Get QuestInfo, it should fit into an Array Element and split it's structure pin for QuestName
@CrypticaProductions3 жыл бұрын
Amazing work as always
@FerUrdanetaDev3 жыл бұрын
i have some issues making work the Location BP =/
@blueprintgames97952 жыл бұрын
hi man, how to save?
@tonybush5652 жыл бұрын
The Even quest nodes located 9n the "Location_BP" Event Graph, , none of tthose function nodes worked at the very end of the video
@tonybush5652 жыл бұрын
Refreshing the node made the node-connection port disappear
@tonybush5652 жыл бұрын
" Could not find a function named 'QuestComplete" in 'Location_BP' " This error goes for several Quest titled nodes
@codyvandal28603 жыл бұрын
Great job bro!
@syahidbaddry30093 жыл бұрын
how to make chain quest with only one npc?can you do for your next tutorial pls
@sirdaniel4tesq192 жыл бұрын
i cant make the accept quest right
@prec77ous3 жыл бұрын
Any chance you will make tutorials on how to make other quests beside the location one? I'm having a hard time implementing others such as 'pick up item and bring it back', 'collect x items', 'kill x' or 'talk to x' or anything like that.
@Beardgames3 жыл бұрын
I won't be doing a tutorial on it I'm afraid amigo but what you'll want to do is use the same method we used for the location but trigger it with something like a death or on pick up. So you'd select the blueprint you want to interact with (kill or pickuo) and call the event when you pick up or kill them the same way we do with the location. Hope this helps clear it up a bit :)
@HutchstarEnt2 жыл бұрын
Awesome Tutorial
@Beardgames2 жыл бұрын
Thanks so much Dook thanks for supporting the channel 🙂
@blueprintgames97953 жыл бұрын
Hi Beard, a question. If I wanted to create a main quest in the world that there is the possibility to switch from one NPC to the other without having to go back? Like, I solve a quest for the NPC and completing the quest sends you to another NPC. Anyway thanks for the tutorials which are very useful.
@Beardgames3 жыл бұрын
Hmm that's a good point! I can't think of exactly how you do it but it would definitely be possible. You could try duplicate the NPC and send an event from 1 NPC to the other calling the QuestFinushed event. Something like that might work :)
@blueprintgames97953 жыл бұрын
@@Beardgames I will try to create this situation in the week. if you kindly found some free time to do a main quest and a save quest it would be great. thank you very much.
@MZONE3D3 жыл бұрын
Nice. Just what I was after. Ty
@ericjlong299511 ай бұрын
Hey nice tutorial Beard. Is there anyone who knows how to set this system up so that I could save the finished quest?
@nwhajlawn62248 ай бұрын
Did you find the solution? or any method to do that
@dinosmithjr.38343 жыл бұрын
I'm loving the tutorials and the system so far. Question for the quest system. Is there a way to set up a prerequisite for a quest using this system? I could have missed it if it is already set up in the tutorial.
@Beardgames3 жыл бұрын
Glad to hear it Dino! Could you expand on what you mean, do you mean a chain quest?
@dinosmithjr.38343 жыл бұрын
@@Beardgames yes essentially. Have a quest not show up until they complete the quest linked to it. It would be great to be able to use this for story quests as well as side quests.
@swishfish88583 жыл бұрын
Wait, why are you tying quest info into the UI? Is that something you need to do in Unreal? Why not just use a seperate UI element and update it?
@apposum083gunjammed72 жыл бұрын
It is work. Thanks you so much!
@Beardgames2 жыл бұрын
No worries at all thanks for supporting the channel 🙂
@everytenminutes3 жыл бұрын
Really loving these tutorials! I have a question about being able to assign the quest location "ActorReference" from the Default Values in the actual blueprint itself. I have a town of NPC's that spawn in when my player enters a certain radius from the spawn location and I need to be able to set the quest logic from the blueprints of each NPC. Currently I am only able to set the "ActorReference" after I have dragged the NPC Actor into the level. Thank you for the videos and any help!
@Beardgames3 жыл бұрын
Really glad to hear it amigo 🙂 So there's a few ways to generate a reference. 2 when an actor is in the level either via variable or by getting the actor of class. If you plan to spawn in the NPCs you can generate a reference as you spawn them in. Pull off the spawn actor from class and then you can set the variables for that actor by off there :)
@everytenminutes3 жыл бұрын
@@Beardgames Awesome thank you very much for the quick response and immersive tutorials!
@Beardgames3 жыл бұрын
@@everytenminutes Anytime :)
@NephariusAMG3 жыл бұрын
The Quest Widget in the corner isn't showing up, what'd I do? Lol
@Beardgames3 жыл бұрын
Heh it's hard to tell from what you just said but make sure you're adding it to your viewport
@DjblackgameBlackgamers Жыл бұрын
I add some functions to the code, now when I finish a mission the npc can give me another one
@Ny1upmp3 жыл бұрын
Great job bro Can you plz How to a player customise widget button Or Android touch tutorial
@exakelgaming Жыл бұрын
hopefully this should still work in UE5 :D
@alikhatami66102 жыл бұрын
The Discord invite link is down
@Beardgames2 жыл бұрын
Try this my good sir discord.gg/hhv4qBs
@REE-Animation3 жыл бұрын
Can you do something about a random weapon system like in diablo.. Weapons with random stats, and effects? And rarities. Common, epic, lengendary.. you know. Things like that? 🙂 Thank you for making all these videos, it’s fantastic for a beginner like me 👌
@Beardgames3 жыл бұрын
No problem amigo :) can definitely look into it for the future!
@REE-Animation3 жыл бұрын
@@Beardgames I love you! ❤️
@nierautomata96543 жыл бұрын
Thanks teacher 🙏 can you also teach us how to make the abilities system 😁 😅
@4rzky536 Жыл бұрын
Thank You for your time, work and everything you give to us, this is very usefull for my project, thank you very much. I know it's 1 years ago, but maybe someone can help me for my issue, i've been watching this tutorial step by step, but still got this issue, when i compile and play, i accept the quest, Quest Log widget is not display to the screen, and when i back to blueprint i got notification, it say : Blueprint Runtime Error: "Accessed None". Blueprint: BP_LearningKit_PlayerCharacter Function: Execute Ubergraph BP Learning Kit Player Character Graph: EventGraph Node: Add Child to Vertical Box Blueprint Runtime Error: "Accessed None trying to read property QuestLog". Blueprint: BP_LearningKit_PlayerCharacter Function: Execute Ubergraph BP Learning Kit Player Character Graph: EventGraph Node: Add Child to Vertical Box
@RyouTheMad2 жыл бұрын
spent 2 hours trying to troubleshoot and look for solutions apparently references was the issue I put the stuff in a different folder so it was referencing to wrong location put where he does it, in the Content folder, nowhere else, then it will work don't be as newb and stupid as me
@Ayce71 Жыл бұрын
Anyone, how can we set the NPC's name to show instead of "NPC"? I'm sure it will help many people. Please and thank you Edit: Add "NPC_Name" (or whatever you want to call it) in the list of variables in the NPC_Chat enum, set it to type "Text". Then make the NPC text a variable in the design tab of the dialogue BP then drop the variable in the event graph, and pull off a "Set Text" node somewhere in the "Begin" section
@paul4067 Жыл бұрын
Late to the scene i know but you can make a text variable in NPC Blueprint, call it "name" and tick instance editable. That way you can edit their name in editor like you do the messages. Then in NPC_Dialogue in graph look for the "setup initial conversation" section. So you are looking at the "Begin" custom event, after you call, "Go to message1" Node, make a settext node, Now to do this you need to find the NPC text in the graph, tick "is variable" at the top of the details tab, now it will appear as a variable in the graph section, i renamed mine to textNPCName just so it was easier to find, drag it out onto the graph, get a settext node from it, and put the settext node after the "go to message 1" node on the Begin custom event. Next drag an "NPC Ref" variable out and get the name variable you made earlier from that reference node and plug it into the settext. Now whatever you named the NPC in the editor when setting it up will appear in the text instead of "NPC"
@buster56612 жыл бұрын
id appreciate without rave movie thanks
@kimvoetss2 ай бұрын
In the AcceptQuest when I change my widget class all of a sudden my return value is not allowed as the target value? Anyone else got that issue?