So I’m currently making a Visual Novel type of video game and I’m using a data table to get most of the dialogue done, but the main part that I want to be able to implement are decision making, which give the player two choices somewhere in between the story or after a certain dialogue. Problem is, is that I need to call on a widget to do that which have the buttons required for the story to progress but I don’t know exactly how to do that. So I turn to the community for help, does anyone know how to do this and if so, help would be greatly appreciated!
rather than call a widget (direct communication) you could broadcast an event (indirect).
For example, in the game mode, you have an event which is called when the player presses a decision button. This event will pass along some sort of identifier with an event dispatch which indicates what decision was made.
In your widget you bind to this event, look at the identifier, and then can do whatever you want based on the id.
Your identifier could be an enum, an integer, a gameplay tag, a string. I favor gameplay tags because they are easy to read and you can use some hierarchy with them. But to use switch or select nodes with tags you do need a plugin from the marketplace.
How To Use Blueprint Communications | Epic Developer Community (epicgames.com)
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