Quests&Objectives

Query state

TArray<FQuestRuntimeState> Active =
    QuestComp->GetQuestsByStatus(EQuestStatus::Active);

FQuestRuntimeState State;
QuestComp->FindQuestState(FName(TEXT("BrokerContract")), State);

TArray<FQuestRuntimeState> Offered =
    QuestComp->GetQuestsByStatusForGiver(EQuestStatus::Available, GiverId);

On the server this reads the model. On the owning client it reads replicated QuestStates. Other clients do not receive this player's quests.

If you mix graphs, the Blueprint node is the same query. C++ is GetQuestsByStatus.