Blueprint Dialogue System

Hi NobleSpoon,

I was able to deploy on Android and the UI works out of the box (testing with 4.9 on an Samsung S3 Android - stock). All that is needed is to ‘GetActorUsables’ and call the Use message on the actor when you detect an interaction (if you get to this point, have a look at BPC_UseScanner and the sample ThirdPersonCharacter for these functions).

Hi Bram,

I am just confirming that gamepad support will be in the next version, which I should be submitting for an update sometime this week or next week. There is now a built in handling for controllers in the UI, but UMG is not built for Gamepads at the moment, so I also made it extensible by providing an ‘unmanaged input’ mode (which tells the dialogue system to do nothing about input) and exposing the function calls for selecting buttons, so that the Player Controller or Character classes can better handle gamepad interactions.