Blueprint Dialogue System

Hi CrashA51, thanks for your interest!

I’ll try to address your questions as best I can:

Yes, the typewriter feature could be made instant in order to disable it.

Yes, the system features a customizable scripting system that you can trigger any custom blueprint code you’d like either Inline during the dialogue, as a post-action after the dialogue before the next, or as a pre-action before the dialogue starts. You could create your own functions that could trigger any type of actions.

There are pre-built functions and a convenient slot for audio voice overs.

It doesn’t come with camera features, though using the custom functions mentioned above, you can do this quite easily (I’ve done this in my own project mentioned in my sig, but the implementation is too custom to put into the dialogue system).

The system has several generalized mechanisms for this. First there’s the branch conditions column that will help select which branch should be used at this time (based on your own custom script variables - eg. goblinKing@hasStartedQuest == true || GetPlayerLevel() > 5), and then there’s the UseConditions which help inform the system whether an actor should be interactive at this time.

Yes, a passive dialogue mode was added in v1.3, and a customized interface displaying nothing could be used to hide the subtitles, and animations/audio can be triggered as described above :slight_smile:

Depending on how you implement the dialogue components, this can be as simple as checking if the dialogue is active on the specific character and looking at the player pawn if it is.

I hope that helps! Cheers :slight_smile: