Data-driven quest system for Unreal Engine. Quest structures, objectives and tasks are defined in data tables, edited in the editor or written as JSON with a provided schema for autocomplete and validation, and a small runtime API records progress: accept quests, complete tasks, increment counters. Callbacks and a query API let the world react as tasks complete. MIT licensed, so it can ship inside a closed commercial game.
At a glance
Licence
MIT
Commercial use
commercial OK
Credit
Not required
Status
active: License spot-checked at the source; the entry carries dated evidence.
Quest data lives in static data tables, so quests are content rather than code; the JSON route suits version control and bulk editing
Progression rules are deliberately simple; branching narrative logic belongs in your own code, or in a flow tool such as FlowGraph
Install by cloning the repository (git submodule) or unzipping it into YourProject/Plugins/SUQS; it builds from source, so the project needs C++ enabled
Engine support: the README refers to the UE5 editor but names no minor versions, and the .uplugin has no EngineVersion key, so no ue_versions is recorded
Companion to SUDS (dialogue) and SPUD (saving) by the same author; quest progress can be persisted through SPUD
MIT is compatible with the Unreal Engine EULA, which forbids combining engine code with copyleft licences such as GPL, LGPL and CC-BY-SA; keep the copyright notice in your third-party credits
Maintenance: GitHub API (2026-10-13) reports the repository not archived, last push 2026-10-13