Developing the Quest Manager Posted on March 10, 2020 by Anna Marcus By: Alexis Lane (Programmer) Quest System Hooked up the quest system with Tony and Matt’s vision swapper systemQuests can now activate the material swapper when the quest is activated and turn off the material when the quest is completedSpline questQuest is very akin to location quest except with a spline insteadLinking questsWorking w/ Christian to make the active quests into a doubly linked list so you can toggle through active quests to change what is the current questStarted the fleeing character questDidn’t finish the NPC for the quest but the general framework is located on DiscordUI/UX redesign for the quest widget Quest Plugin Learning C++ for UE4Researching into plugins that already exist to look for ideasLearn how to spawn an object off a button press in SlateLearn how to create a window and have it appear in the window and the top barLearn the difference between the class types of UE4Learn the mode window vs popout windowThis is a huge task and it will be ongoing for quite some time Killectibles Create an assassin characterHelp w/ creating A* (minimally)Started designing for animation blueprintsDebated over the ABS system Post navigation Quest Breakdown“The Lost Dog” Quest Leave a Reply Cancel replyYour email address will not be published. Required fields are marked *Comment * Name * Email * Website