Yes, my problem is not being able to interpret the Windows Script Language into Blueprint Code because I don’t know how to glue all the blueprint nodes together for the array because I’m NOT a blueprint programmer that’s why I have this big problem between interpreting the script languages because blueprints is so different to windows script.
So I dont know how to construct the array to make Unreal select a piece of my text at random from the array and then just draw it up in the hud
in a text widget. I can’t use the Print String node because that its only for debugging so it won’t show up in the actual game.
MY OPTIONS
As a result of this script barrier problem that I have with the blueprints, I have put on hold all development of my game for unreal engine at the moment until I can beable to set up a basic array to read in dialog text
of the NPC and then draw it up in the hud to allow my NPC’s to beable to express their own thoughts by picking what is stored inside of the array which is defined by a slot value…
Your other idea of putting all the dialog instead into a Main Data text Table file is a good idea because my game has over 30,000 lines of dialog… That would be appropirate. But I think because of my lack of knowledge with blueprints it be more easier to set up the array up within the blueprints of the NPC’s that you interact with rather than use a main data table file to call up the text from because the data table file system is alot more advanced than just storing text inside of an array so that’s why I have to rely on others who have got years of experience with the blueprints and more importantly, UNDERSTAND them. I don’t understand the blueprint system very well.
But do know what’s required in the data table.
For If you use a data table setup to read all the text in from one central file,
then you need the Speaker ID Tag and the row number the text is on, then you need the AUDIO ID Speaker tag because the game has got voice audio also in it so you have to tell the game to play the audio file for the text. And (Optional) the Player Portrait PIC ID Tag number for displaying the player portrait picture up in the HUD of the NPC along with their text. (optional)…
So you would need these things in that data table,
A) Speaker ID Tag
B) Speaker Audio ID Tag
C) The Row Number containing the dialog text itself which the game can just call up into the HUD by
reading in the row number.
D) Player Portrait Pic ID Number.
E) Any Special Game Condition Flags
F) Camera ID Flag for special camera setting conditions (used for cutscenes).
Do I know how to set up a data table in unreal engine?, no. I can glue things together only in windows script. So I know my limits, I cannot glue things very well up in unreal engine because I’ve not had YEARS of experience with these blueprints to know how to glue them…
So storing text in arrays within the NPC Actor blueprints might be more easier. As I’ve already got fixed dialog text already working in the
blueprints. but not reading text in from arrays.