Quests&Objectives

Save

void AMyPlayerState::OnQuestSaveDirty()
{
    const FQuestSaveData Data = QuestComp->GetSaveData();
    // Write Data into your USaveGame
}

void AMyPlayerState::LoadQuests(const FQuestSaveData& Data)
{
    QuestComp->LoadSaveData(Data);
}

The plugin does not write to disk. You own the save files.

Optional: if your save graph is a mix, the same Bind Event to On Quest Save Dirty node exists in Blueprint.

Build the tracker and log on the HUD page for this mix.

The sample project stores FQuestSaveData in UQESaveGame. That class is sample code. It is not part of the plugin.