Story Framework Archives

Building a Fetch Quest with Story Framework

Fetch quests are missions in which the player needs to go off and collect something, often in multiple quantities. For this example we’ll collect three bones for an NPC. I’ll create a new interactable blueprint for this, making it a child of Story Framework’s Interactable Base BP. I’ll add three copies of this class into …

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Implementing Story Choices in Story Framework

Story Framework 4.1 introduced a new feature called Story Choices. With them we can give the player a choice to make with potentially devastating consequences. They’re easy to setup as part of the SF Sequence Manager component and can be reacted to with a Switch on String. Each choice can have a consequential tag that …

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Creating Interior Dialogues with Subtitles in Story Framework

Story Framework has a feature called Subtitles, with which we can bring up text whenever we feel the need. This works great for informing players about things around them, as well as interior dialogues the player may have with themselves. They’re really easy to create thanks to the Play Sound with Subtitles node. Here’s an …

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Integrating Digi Cam with Story Framework

The above video shows how to integrate SF and Digi Cam. I’ve had to do this multiple times to wrap my head around it and thought some notes are in other, so here’s how to do it: Player Controller Input Overrides In the DigiCamInfo Data Asset, pick Story Framework’s main gameplay input mapping context (SFGameplay_IMC). …

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Using Tasks in Story Framework

Tasks are missions (or quests) for the player to do and to progress in the game. In Story Framework they’re part of the task queue, which in turn is part of the inventory manager. We can add tasks to the queue, which when active can be later completed or failed. We must implement the “reaction …

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Creating NPC Dialogues with Story Framework 4

Dialogues are a little tricky, complex and unintuitive to setup in Story Framework, so here’s an overview that will aid my (and perhaps your) memory. The hierarchy goes like this, no wonder I’m confused about it: Basic Conversations Each index in the Dialogue represents an independent conversation. We need at least one section, while others …

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How to switch Story Framework into First Person mode

In the player controller (SFDemoPlayerController_BP in the default project), select the camera manager component. Under Camera Settings on the left, switch between ThirdPerson and FirstPerson. This will determine what mode the game starts in. To switch camera modes while the game is playing we can press C to toggle (or hold Y on the gamepad). …

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