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)