The Quest Studio

Beginner Last updated Jul 10, 2026

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One dockable window (Tools → Quest Studio) drives the whole pipeline. This page tours each zone; the linked guides go deeper on the workflows behind them.

The full Quest Studio window with the library, quest tab and staging canvas visible

Library

The left column lists every *.quest.yaml found in your project (Content/Quests/ by default; files appear automatically, no import step). Each quest shows a status badge:

BadgeMeaning
Generated & validAssets are up to date with the file
ChangedThe file changed since the last build; just RUN again
Validation errorsThe file has errors; open the quest to see findings with jump-to-source
Not builtNever compiled yet

+ New Quest creates a file from a template. New Chain groups quests into a story chain: drag quests into the chain folder to order them. Chains are pure data: dragging writes available_when / priority into the YAML itself; there is no hidden manifest to corrupt.

The library with a story chain expanded and per-quest status badges

Quest tab: the constructor

The full quest is editable in place: scenes, lines, choices, emotions, shots, step wiring, effects, conditions, rewards and barks, with the chain/prerequisite info shown on the quest card. Everything the constructor writes is plain YAML, so hand-editing the file in a text editor is always equivalent, and the two stay in sync.

The Quest tab showing a scene with lines, emotions and choices being edited

Staging canvas

The right zone hosts a top-down canvas for placing the participants of a scene: drag marks to position characters, rotate them, add spawned extras (appears already placed vs walks in), add waypoints for mid-dialogue movement, and place custom cameras with a live frustum preview. Put the cursor in a dialogue line and the canvas highlights who stands where at that moment. Details in Staging & cameras.

The staging canvas with participant marks, a waypoint and a selected camera frustum

Cast tab

Maps each speaker key to a character Blueprint and marks the Player. The bind stage adds the Questwright components to your Blueprints idempotently; Remove Questwright components reverts a character to its clean state. The Fresh MetaHuman auto-setup section turns a Blueprint fresh out of MetaHuman assembly into a dialogue-ready character in one click (see Getting started).

The Cast tab with the health-check column and Fix now buttons

Voice tab

Pick a TTS provider per project, assign a voice per speaker and per language, audition single lines or batch-synthesize, or drop in your own WAV files. Details in Voice-over.

The Voice tab with per-speaker voice assignments

Localization tab

Add languages, see translation coverage per quest, and machine-translate missing lines with your own Claude or OpenAI key (results are marked “machine, needs review”). Details in Localization.

The Localization tab showing per-language coverage

Build tab

The pre-flight checklist (every error has a Fix → shortcut to the right tab), language checkboxes, the RUN button, a live stage tracker, Play (PIE) and Show Assets.

The Build tab before a run: checklist, language selection and the RUN button

Builds are idempotent: already-voiced lines are skipped, changed lines are re-synthesized and re-baked, and assets belonging to deleted lines or steps are pruned automatically.