AStore++ - ConvoGraph

Showcase (playable demo): ConvoGraph-Showcase

Documentation: https://drive.google.com/file/d/1I65YgkccYN0Bp5ZP1AYwGvWYs4gKAMzE/view?usp=sharing

Getting started with the plugin: Getting-started

ConvoGraph is a production-ready dialogue and conversation system for Unreal Engine 5.

It gives you a clean, subsystem-driven runtime for branching NPCs conversations, condition-gated player choices, voiced dialogue with subtitles, and full localization support — all without forcing you into a proprietary node graph editor.

Author dialogue in plain JSON. Import it by dragging it into the Content Browser.

Trigger a conversation in three Blueprint nodes or three lines of C++. Everything else, condition filtering, voice prefetching, variable substitution, save persistence, runs automatically in the background.

ConvoGraph is built for teams: writers stay in text files, engineers stay in code, and the data flows between them without anyone touching opaque binary graph assets.

What's included:

- Branching and linear conversation modes

- GameplayTag and variable condition gates on every node

- Dynamic variable substitution in dialogue text (`{PlayerName}`, `{Bounty}`, etc.)

- Voice line support with per-culture audio fallback and zero-hitch prefetching

- Timed subtitle component synchronized to audio clip duration

- Automatic save and load of visited nodes, dialogue variables, and conversation history — using Unreal Engine's built-in save system, no extra plugin required

- JSON drag-and-drop import with re-import and validation support

- Native DataTable workflow for spreadsheet-based authoring

- Runtime JSON import for mod and DLC content

- Full localization via StringTables and UE Localization Dashboard (English, French, German, Japanese, Simplified Chinese, Korean, Brazilian Portuguese out of the box)

- Headless-safe: subsystem has no widget dependency, works on dedicated servers and in automated tests

- Extensible condition system — add custom conditions in C++ or Blueprint

- Blueprint-callable graph inspection (reachable nodes, orphan detection) on the subsystem

- Open LLM generator interface with timeout and authored-text fallback (bring your own backend)

- A complete C++ showcase project (15 docks, one feature each) demonstrates every capability

Supported Engine Versions: Unreal Engine 5.6 – 5.8

Asset Type: Code Plugin

Modules: ConvoGraphRuntime (ships), CgGraph and CgBasicImporter (embedded, private, ship), ConvoGraphEditor (editor only, stripped at cook)