Branching Dialogues

Our next project is going to be a story-focused adventure game. We want to branch out different scenario paths and dialogues for our game. For an example, if the player helps someone, later on that character will show up to help the player.

But, the problem is, the only way to code this as far as I can think, is to have bazilions of booleans for each scenario. And check for an “if” for every single thing.

Is there a more optimal way of coding this? This is so ineffective and could cause so many bugs.

Hey @blagic23!

If you don’t want to use branching checks, you can use behavior trees. Check out the non-Epic affiliated example below:

What about this plugin from Steve Streeting? GitHub - sinbad/SUDS: Steve's Unreal Dialogue System

It seems to fit your exact scenario.