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Медиа 1 для объявления Node Quest System
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Описание

A visual, node-based quest system for Unreal Engine. Design branching quest chains directly in a dedicated graph editor, drive them entirely through Gameplay Tags, and extend every decision point with your own C++ or Blueprint logic — no game-specific code baked into the plugin.

Key Features

- Visual quest graph editor — a custom asset editor for the Chain Quest asset type. Build a quest chain as a node graph: a start node, any number of quest nodes, and one or more end nodes, connected with drag-and-drop pins.

- Branching, condition-driven progression — every quest node can have multiple outputs, each gated by its own Condition. Conditions are evaluated in order and the first one that passes advances the quest along that branch.

- Events on every branch — attach an optional Event to any output, not just the end of the chain. Fire gameplay logic (rewards, cutscenes, world-state changes) exactly when a specific branch is taken, plus a dedicated end-of-chain event when a quest chain completes.

- Chain-to-chain hand-off — an end node can automatically queue and start the next Chain Quest, letting you build multi-arc storylines out of smaller, reusable chains.

- Full Blueprint support — Conditions and Events can be implemented entirely in Blueprint by designers; programmers can drop down to C++ for shared or performance-sensitive logic.

- Gameplay Tag–driven world state — the quest subsystem holds a Gameplay Tag container representing world state. Your game adds tags when things happen; Conditions query them to decide when a quest advances.

- Optional calendar / day system — opt a chain quest into day-based expiry, driven by a single "advance one day" call from your own time system.

- Editor quality-of-life — colored, customizable pins, dynamic add/remove of input and output pins per node, and full undo/redo support for every graph edit.

- Blueprint-callable subsystem API — start/query chain quests, push gameplay tags, and hook into three ready-made delegates (OnChainQuestStarted, OnQuestAdvanced, OnChainQuestCompleted) without touching C++.

- Data-driven loading — bundle multiple Chain Quest assets into a single data asset and initialize them all with one call.

- Zero game-logic coupling — the plugin ships no game-specific systems; it plugs into any project.

How It Works

1. Create a Chain Quest asset and lay out its nodes in the visual editor.

2. Each quest node holds a title, description, and a list of outputs; each output pairs a Condition with an optional Event.

3. At runtime, your game reports world state via AddGameplayTags(), then calls CheckOnGoingQuestConditions().

4. The system evaluates the current node's outputs in order; the first passing Condition fires its Event and advances the quest, recursing until it hits an end node.

5. Reaching an end node fires the chain's end Event, optionally queues a follow-up Chain Quest, and broadcasts OnChainQuestCompleted.

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