UE5 Quest System
This page is part of the documentaiton for my UE5 Quest System

Input & Keybindings

UE5 Quest System Version: 2.0

    Enhanced Input

    This version uses enhanced input for all quest related inputs. The input mapping context can be found in the Blueprints/Inputs/ folder. If you are not familiar with enhanced input, this input mapping context is where you would change the actual keybindings.

    This input mapping context is added through the UI_QuestSystem_HUD during initialization.

    The UI_QuestSystem_HUD is where all the event bindings start, and additional keybindings input actions have been implemented to support the use of gamepad in this version.

    The only player input action which is not handled through enhanced input is the demo world's right click to perform damage. This action, and its function, is defined in our BP_QuestDemoWorldPlayerCharacter blueprint in the Demo/ folder.

    List of Enhanced Input Actions

    Here is a list of the enhanced input actions and their usage:

    IA_Quest_Interact - Perform a quest interaction when near a quest actor with an interaction event such as showing a quest window or completing an objective. Default: E
    IA_Quest_Continue - Used to progress the quest window. If multiple quests are shown the first quest will be selected. If a quest that is shown can be accepted the button will accept it. If the quest can be completed the button will complete it. This button is also used when the quest log is open and a quest is selected to toggle the tracking of it. It is also used to accept the confirmation that is shown when the player attempts to abandon a quest. By default this uses the same keybindings as the IA_Quest_Interact to provide a seamless experience between initializing the quest window and progressing through it. Default: E
    IA_Quest_Action_Alt - This event is currently only used by the quest log to show the confirmation to abandon a quest. Default: U
    IA_Quest_Action_Alt2 - This event is currently only used by the quest log to share the quest (in multiplayer games) Default: I
    IA_Quest_Back - The back button progresses backwards and closes quest windows when there is no more backward progression. Default: X
    IA_Quest_Log - This input action toggles showing and hiding the Quest Log. Default: L
    IA_Quest_Next - When a list of quests (quest log or quest window with multiple quests), or choice rewards in a complete quest window is displayed this event will select the next in the list. Default: Mouse Wheel Down
    IA_Quest_Previous - When a list of quests (quest log or quest window with multiple quests), or choice rewards in a complete quest window is displayed this event will select the previous in the list. Default: Mouse Wheel Up
    IA_Quest_Modifier - Deprecated - Will be removed in next minor version. While pressed will set the value of isModifierPressed? In the UI_QuestSystem_HUD to true. This variable is checked by the UI_QuestLog_Quest when the user clicks on a quest, and if true will toggle the tracking of a quest (deprecated, will be removed).

    Input Routing

    Input is routed to the quest window and the quest log through the UI_QuestSystem_HUD input actions. Expand the Quest Input category in the functions list of this blueprint to view all the different handlers that call the events in these other quest windows.

    This documentation and asset version are new. If you encounter any bugs or if anything doesn't make sense, please let me know.