Blueprint Dialogue System

You can trigger the dialogue from the level blueprint by calling the ‘Use’ event on the actor owning the dialogue you want to trigger. To make a narrator, a dummy actor should work safely.

To add an asset to a data table, you’ll need to use the csv for now (4.8 doesn’t allow editing base Object columns in the row editor).
In the sample, you can find the csv’s under “Content\BlueprintDialogues\SampleContent\DialogueSampleContent\Data”.
To get the full path for the table, simply Ctrl+C when selecting the asset in the content browser (or right click -> Copy Reference).

For portraits, you can either set the default portrait by copying the reference to the **SpeakerPortrait **column in the speaker attribute table, or, if you intend to swap the portrait, place it in your DialogueAsset data table and use the ‘SetPortrait](Blueprint Dialogue System - Documentation - Google Docs)’ function after the PreAction event in the dialogue (eg. before the start of your text).

I will update the documentation (maybe make a video tutorial if I get the chance) on this when I get the chance, thanks for bringing it up!
I hope this helps :slight_smile: