# Build a Quest Log

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## What You Will Build

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## Step 1: Add the Component

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![Component Details Settings](https://media.gamedna.studio/media/fce84e1d-e1cb-4bba-bdcc-fe7bd6874021/original.jpg "Component Details Settings")

## Step 2: Configure the Settings

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```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class QUEST_SYSTEM_API UMyComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UMyComponent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    float UpdateInterval = 0.1f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
    bool bAutoActivate = true;

    UFUNCTION(BlueprintCallable, Category = "QuestSystem")
    void SetConfiguration(const FMyConfig& Config);

protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:
    FMyConfig CurrentConfig;
    float TimeSinceLastUpdate = 0.0f;
};
```

## Step 3: Bind the Events

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![Sequencer Track Setup](https://media.gamedna.studio/media/312874cb-5968-4193-8cce-1d3055467c9c/original.jpg "Sequencer Track Setup")

## Step 4: Test in Play In Editor

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```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UQuestSystemInterface : public UInterface
{
    GENERATED_BODY()
};

class IQuestSystemInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "QuestSystem")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "QuestSystem")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "QuestSystem")
    bool CanExecute() const;
};
```

## Step 5: Expose Values to Designers

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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands

## Next Steps

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