I am making a quick dialogue using the engine’s built-in system, however, in blueprints, I am unable to create the dialogue context structure.
I’ve found a workaround. Creating a variable and setting the values in the default tab, however, that is not good. I would like the pin to be editable in blueprints instead of just in the variable defaults tab (need to create a variable).
Hello Alanzote,
I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.
Link: Unreal Engine Issues and Bug Tracker (UE-48175)
Make it a great day
Apologies for the trouble. If you are compiling engine code yourself you can go ahead and add BlueprintReadWrite to the UPROPERTY declarations in FDialogueContext
/** The person speaking the dialogue. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=DialogueContext )
UDialogueVoice* Speaker;
/** The people being spoken to. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=DialogueContext )
TArray<UDialogueVoice*> Targets;
We will get the fix in to 4.17.1. Thanks for pointing this out.