Adriano Oliveira Azevedo - DialogueAnimSystem

DialogueAnimSystem is a fully featured, animation-driven dialogue system designed for Unreal Engine 5.4 and above.
Developed for single-player games, it supports any number of characters (more than the 3 shown in the demo) and delivers expressive, cinematic, and stylized conversations using morph targets, animation montages, speech bubbles, dynamic audio, and per-line customization.

Perfect for narrative-focused games, stylized/Anime projects, RPGs, platformers, adventure games, and interactive cutscenes, this system provides complete control over mouth animation, character expressions, head-tracking, voice behavior, and UI presentation.

🔥 Main Features

â–¶ Morph Target Lipsync (Vowel-Based Mouth Animation)

  • Automatic lipsync using A, E, I, O, U (Y → I).

  • Independent intensity limits per vowel with Vowel Morph Limits.

  • Smooth 0→1→0 animation curves.

  • Works with any skeletal mesh that contains morph targets.

  • Ideal for stylized or anime-inspired facial animation.

â–¶ Multiple Dialogue Styles

DialogueAnimSystem supports four presentation modes (examples included):

  1. Silent Dialogue + Speech Balloons

  2. Two-Character Dialogue with Audio + Custom Widgets

  3. Three-Character Dialogue with Audio + Bubbles

  4. Player + NPCs with Cartoon/Mario-Style Sounds
    – Audio plays only when the mouth opens

Every dialogue line includes:

  • Expression type (Default, Fun, Angry, Surprised, Joy, Sorrow)

  • Speaker assignment

  • Delay controls

  • Optional animations

  • Audio playback parameters

  • Optional custom widget balloons(Bubble) override

â–¶ Speech Balloons(Bubble) Widgets

  • Manga/anime-inspired bubble styles

  • Automatic resizing based on text

  • Autoscroll for long dialogue lines

  • Customizable colors, fonts, and outline via Dynamic Material Instances

  • Ability to override the widget for each dialogue line

â–¶ Audio Integration (Optional)

Supports three audio modes:

  • No audio (balloons(Bubble) only)

  • Standard voice audio (wav, cue, or component)

  • Cartoon SFX voice mode (short sounds triggered only on vowel peaks)

Features:

  • Global audio offset via DialogueVolumeOffset

  • Per-line sound parameter struct

  • Fully compatible with Audio Components

  • Loop via OnAudioFinished for continuous chatter

â–¶ Head Tracking: NPCs and Player

  • All NPCs automatically rotate their heads toward the current speaker.

  • Player character rotates only when:

    • Inside the Dialogue Box area

    • The option PlayerHeadLookAtSpeaker is enabled

â–¶ Animation Montage Support

  • Loop sections

  • Exit sections

  • Repeat count (MontageRepeatCount)

  • Required Montage Notifies for loop management

  • Optional playback per dialogue line

  • Fully compatible with stylized or cinematic gestures

â–¶ Global Dialogue Control

  • Modify all dialogue lines using global offsets:

    • DialogueSpeedOffset (speech animation speed)

    • DialogueVolumeOffset (global audio volume)

  • Editor-callable function ApplyDialogueModifiers updates everything instantly.

  • Per-line delays before and after dialogue.

  • Optional infinite looping for ambient chatter NPCs.

🎮 Designed for Single-Player Games

DialogueAnimSystem is fully optimized for:

  • Story-rich single-player adventures

  • Stylized RPGs and JRPGs

  • Visual novels

  • Anime-inspired projects

  • Narrative platformers

  • Action-adventure dialogue encounters

  • In-game tutorials (receptionists, guides, shopkeepers)

  • Cutscenes and cinematic sequences

Supports any number of interacting characters, beyond the 3 shown in the demo.

📦 Included in the Package

  • DialogueAnimSystem Blueprint

  • Character Dialogue Component

  • Dialogue Interface (BPI_CharacterDialogue)

  • Multiple Speech Bubble Widgets

  • Example cartoon SFX logic

  • 4 demonstration dialogues (ready to use)

  • Demo level included

  • Fully commented Blueprints

  • Clear variable categories & tooltips

  • Compatible with Unreal Engine 5.4+

  • Skeletal Mesh with morph targets for mouth animation