Questwright

Write a quest as a text file. One click later it's a fully voiced, lip-synced, staged MetaHuman dialogue scene.

Plugin UE 5.6UE 5.7UE 5.8 Coming soon

Not released yet. Following the store is the fastest way to hear about the launch.

Questwright cover art: a dialogue node branching into reply cards, ember-orange on dark sci-fi panels, with the Phoenix Tools crest.

Features

Script-to-scene pipeline
One build turns a .quest.yaml file into voice-over, baked lip-sync, staging, camera cuts, quest assets and journal entries.
Generated voice-over
Per-line TTS via a free local server or ElevenLabs (your key), or your own WAV files, assigned per speaker and per language.
Lip-sync without mocap
Facial animation is baked from the generated audio via MetaHuman Animator; at runtime it layers with blinking, emotion, gaze and head-look.
Quest Studio
One dockable window: quest library, visual quest constructor, top-down staging canvas with camera frustums, cast health-checks, build pipeline.
Localization built in
CSV sidecars, in-editor machine translation, and per-culture text, voice-over and facial animation.
Event-driven objectives
Your game reports a kill or pickup with one call; matching objectives update. Hierarchical GameplayTag matching, idempotent crediting.
Saving out of the box
Zero-code autosave in single player, per-player slots in co-op, and a C++ provider seam for dedicated-server backends.
Server-authoritative multiplayer
Per-player progress replicated owner-only; all mutations route through the server; nothing presentational runs on dedicated servers.

Questwright is a quest and dialogue system built as a content compiler. Most tools of this kind give you a graph editor and leave the expensive part to you, scene by scene: recording voice, animating faces, staging characters, cutting cameras. Questwright takes a readable text file and compiles all of that in one build.

It fits into an existing project without taking it over: generated content is written to your project’s /Game/Questwright/ folder (the plugin folder stays clean), integration points are small (one component on the PlayerState, one call to credit objectives, one component for the HUD), and inventory, stats and saving are provider interfaces with working defaults, so it talks to your systems instead of replacing them.

Worth knowing before purchase: lip-sync baking requires the MetaHuman plugin and DX12, while everything else works with any skeletal-mesh character, and a missing face pipeline degrades to a neutral face rather than a broken build. Voice synthesis and machine translation use your own services and keys (the local TTS server is free); with your own WAV files the plugin runs fully offline.