
Asset Description
Kickstart your narrative project with The Story Framework, designed exclusively for Unreal 5.
General Information
Whether you're a seasoned developer or an aspiring creator, this comprehensive template aims to inspire creating and designing captivating gameplay. Story Framework is powered by an Actor Component based workflow. No functionality is executed inside the player controller or player character apart from input related functions. A demonstration of this can be found inside the Tech Demo Level and is also explained inside the Official Documentation.
5.0 UPDATE September 11th 2025
/. Task, Dialogue, and menu system overhauls
/. Improved localization support
/. Drastically improved initial memory hitches when inspecting / picking up items.
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4.1 UPDATE July 3rd 2025
/. Added a new "Story Choice" system.
/. Added new "Tutorial Popup" and "Create Subtitles" area blueprints.
/. Added a new "Cinema Crop" widget and function to quickly crop your players screen with the use of black bars.
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📦 WHAT DO YOU GET?
Comprehensive, and iterative single-player framework
Story Framework with GASP 5.6 pre-integrated (Contact me via discord or email to receive)
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FRAMEWORK FEATURES
✅ Native First Person & Third Person
gameplay support out-of-the-box, with options to use either, or both.
✅ Gamepad integration
built-in. Widget classes with "gamepad" settings.
✅ Custom interaction Framework
created with a dual-method system. Multiple options means more interactivity for the player.
✅ Quick Time Events
with customization options, all driven through a single function.
✅ Task System
A queue-based task/objective framework with functions to add, edit, remove, & hide tasks.
✅ Dialogue System
complete dialogue framework for lore building (Blueprint Dialogue derivative).
The price of Blueprint Dialogue is not added into the price of SF. Blueprint Dialogue will be releasing soon.
✅ Large collection of object interaction systems
demonstrating different use cases of the interaction system.
✅ Object Inspecting and Description Reading
for more in-depth story telling through objects in your level.
✅ Modular slot-based Quick-Inventory System
designed to be easily accessible, while keeping all the expected functionality of an inventory such as using, combining, inspecting and dropping items.
✅ Full Dynamic Camera System
camera customization options and custom functions for both First Person, and Third Person.
✅ Modular Main Menu
to kickstart your projects home screen.
✅ Journal Entries
used to keep track of important descriptions or items used in your story.
✅ Custom Sequence Manager
designed to easily play and stop sequences during gameplay.
✅ Collection of External Functions
created across a few Function Libraries to aid in other development areas.
✅ Deep Documentation
explaining and educating on everything about Story Framework.
✅ Saving & loading
(Player Location, Player Rotation, Inventory, Journal, Destroyed/Spawned Actors, Interacted Actors, System Info, etc)
✅ Includes free to use Meshes, Sounds, and other Assets
ABOUT STORY FRAMEWORK
You may ask "Why wouldn't I simply create this myself?". To that I would say, besides the 6+ years of prior Unreal knowledge I've poured into SF, creating all the systems and content SF has to offer from scratch would be extremely time consuming. Convenience is one of the many things SF brings to the table. No need to waste time building these core systems from the ground up. Throughout the entire development process, I've always aimed to create things that I would use myself. Something I would of liked to have If I decide to build a story-driven game one day.
This short explanation is not intended to "sell" you on purchasing the project. SF has become a passion project of mine, and I'm so happy I get to share it with the world. The price SF is currently listed at does not reflect the time and effort I've sunken into developing it, but rather something that won't break the bank.
Technical details
Technical Information
No Event Ticks are used, besides the Player Camera Component (SF's camera system).
Almost all blueprints are annotated to further explain how these systems function.
Blueprint communications are primarily done through blueprint interfaces.
Other Feature Information
Includes 2 free fonts - Dudu Calligraphy, Comfortaa Bold
Number of Blueprints
Total Num of Blueprints - 90+
Input
Keyboard and Mouse
Gamepad
Network Replicated
No (Single Player Oriented)
Documentation
https://visualonecompany.gitbook.io/home
Other Information
A general understanding of blueprints is advised but is not required to learn about Story Framework.