Dialogue Nodes [Open Source, C++, 4.20-4.22]

User-interface update:

You can write text with tags that will automatically be detected and **formatted **in the rich text box of the node.
To do so, you will have to create a Text Style data table and select it from the plugin’s settings in Project Settings > Editor.

Thanks to that update, you can have as many text formats as you want, with all UE4’s RichTextBox possibilities (font, color, size, shadow…).

*Note: *you can’t add decorators like you would do to insert inline images or widgets (tooltips on keywords for example). I don’t think I will do it inside the editor’s UI, but it’s still possible at runtime.
Note 2: here you specify a Text Style data table for the editor display only. The text styles at runtime are specified separatedly, which allows you to have a preview set for the writing phase, and a runtime set for the real dialogue once in game.