I don’t know what happened there, rolling back to an earlier backup fixed it fine. Anyway, I hate to keep beleaguering the same point, but if I’m not doing this through OwnerHasActiveDialogues, is there an obvious way to check whether a dialogue is in progress inside of BPC_Dialogue? All I need to do is execute a check somewhere, and effectively say “If the dialogue window is open, the interact key calls OnClickZoneClicked. If it’s not open yet, open a new dialogue and set the initial branch”.
The Dialogue Component should know if it is managing a visible dialogue UI (OwnerHasActiveDialogues checks to see if the owning actor has any other dialogue components too), so yes, the logic should work if the code you took a screenshot of is executed.
I wouldn’t be surprised if the code is not executed though, because the dialogue places the input mode into UI Only.
It would work if it was in Unmanaged mode, right? I’ve been using that anyway, since I manage locking/unlocking movement and camera elsewhere, and wanted to keep keyboard inputs during conversations.
It should, as far as I can tell from here. You might need to step through it to make sure though, if it’s not working.
Stepping through the macro, it looks like it doesn’t behave as expected: regardless of whether there are other dialogues active, it always follows the same flow:
Hi,
I have 2 questions:
- the text that is displayed (questions) could they each be linked to a website?
• i.e. when you interact the questions would be, Open Site 1, Open Site 2, Open Site3 when the user selects one of these it would open a website - to interact with a mesh it uses the overlap, could this be changed to when controller is viewing the mesh?
Thanks
‘Is Valid’ should be connected to the ‘True’ output in that macro, that could explain it?
If Active UI is not populated, then it could be that it’s not the same BPC_Component as the currently active one or it is being closed before it gets here somehow?
Hi Sanjshah,
-
For linking to websites, each dialogue branch can call custom events with custom parameters. You could create a custom function that opens a website and call it in the Pre or Post Actions column with the website passed as a parameter
-
To change the interact system needs only that you call the ‘use’ message function on the character’s Dialogue component, or otherwise re-create that event in your inherited dialogue component.
Hope this helps!
So it’s weird and I have no clue what happened, but I reconnected that true branch earlier, saw no effect, then came back to it this evening and it worked.
I have no idea why or how, but everything works now, so I really appreciate your patience
Good to hear! I’m glad I could be of assistance
Sorry for the last question, but I couldn’t find this in the documentation- is there anything in BPC_Dialogue which fires when the entire conversation is done, and no more windows are open? I’m looking for the obvious place to instruct my event system to return camera & movement controls to the player.
The “Dialogue Aware” interface can be added to the player controller and receive the DialogueClosed event, and there’s also the BPC_Dialogue::Exit function that you could override in your inherited dialogue component
Perfect, thank you so much
Hello Guys!
I downloaded 4.7 version but this wont open in a 4.7.6 project…
Failed to load map! …/…/…/…/…/…/Users/Game 1/Test/DialogSystem/data/Content/Dialog_System/Showcase.umap is a UE4 map [File:v451], from an engine release newer than this [Cur:v434].
Do you have any ideas?
Hi! Any news on a 4.10 release?
I submitted a new version the day it came out, I’m still waiting on Epic’s response. The only difference in the new version is that it fixes the sample content’s starting spawn location, because the character falls through the floor now. Otherwise it’s the same, and you can safely start with the 4.9 version
For anyone wondering, this has been resolved over email. 4.7 and 4.8 are no longer supported in the latest version, but I can send older [buggier with fewer feature] versions with proof of purchase if desired.
Hey Grog (and others using the Dialog System!)
4.10 brings with it an error if you try to package your project and it has Macros that use a Wildcard Array input pin. It’s a weird one but the answerhubs say it’ll be fixed for 4.11. This means that GetOption and PopOption in UI_Dialogue are causing packaging errors.
I’m also getting an error with a Math Expression with Pin Input “X” in UI_Dialogue_TextItem, again, only when packaging.
This could be just our project, but I thought I’d let post in case it helped anybody else with issues.
Thanks a lot for the heads-up CelestialPanda!
I’m getting the same error when I try to package. It’s not a super-duper emergency by any means, but I just wanted to verify that it’s not just Panda
Yo! I’m very, very slow when it comes to these things. Bear with me please.
I’m interested in adding my own portraits, but I don’t know how to go about it. The doc suggests editing the Speaker Attributes data table in Excel, but I’ve never worked in Excel. Can I export the data table from UE4 as a CSV, or do I need to make my own?
Also, a tangential question. I’d like to know how to go about altering the font on a sentence-by-sentence basis? Like, one character speaks in a certain font and then the next speaks in a different one, etc. That’s probably really simple and I’m just going blind.
Thanks again for making this, it’s a big help. You’re cool.