Blueprint Dialogue System

Hi Fookur,

The reason you’re getting that issue is because the signature of the EventDispatcher expects an actor parameter. What you can do to have the engine figure out the signature for you is drag out from the square “Event” node from the dispatcher and find the “Add Custom Event”. This should automatically create the new event for you (which you can rename).

On that topic, the event dispatch only needs to be registered once, so you wouldn’t want to “Bind” on every tick/frame, binding in the begin play might work for you instead.

In v1.3, I’ve exposed the class types in the UI_Dialogue for the text, response, and inline image items. This is helpful because you can create your UI_TextItem derived class and easily tell your UI to use it (in previous version, you would have had to override all of the functions to do the same).

blueprint_dialogue_1_3_exposed.JPG

The maximum width deal is more of a UMG issue/decision, you’ll want to create your custom UI_TextItem with the functionality you’re looking for. In your case, you’ll want to make the UI_TextItem aware of it’s final size and force it’s width (probably with a SizeBox) once the item has been initialized.