# Dialogue Plugin

**URL:** <https://forums.unrealengine.com/t/dialogue-plugin/59871>\
**Category:** UE Marketplace\
**Tags:** unreal-engine, fab\
**Created:** [March 31, 2016, 11:23pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871 "2016-03-31T23:23:48Z")\
**Posts on this page:** 20\
**Page:** 17

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**Author:** ![CodeSpartan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codespartan/32/1194561_2.png) [@CodeSpartan](https://forums.unrealengine.com/u/CodeSpartan)\
**Post date:** [December 4, 2018, 7:21pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/339 "2018-12-04T19:21:20Z")

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> [@Dinocanid](#):
>
> I’m having trouble getting this to work. I just downloaded the plugin and made this simple dialogue to test it out:
> 
> ![8259aca3659845b4a4904afe1cf35d13.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/d/9d401b7f450c85c4f589068b7ae344e8ff4782f6.png)
> 
> For some reason, when I click “where is the game?” nothing happens.

I couldn’t reproduce the problem in a clean project by creating the same dialogue that you have. Are you trying it in an empty project as well? Could you upload your project to google drive and send it to me by mail (it’s on my seller’s page on the marketplace)? I’d like to have a look at it, if you don’t mind.

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**Author:** ![ahuss](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ahuss](https://forums.unrealengine.com/u/ahuss)\
**Post date:** [December 6, 2018, 7:03pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/340 "2018-12-06T19:03:22Z")

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Hey .  
Great Plugin.  
Im trying to be able to link multiple dialogue text assets together using events. For example NPC says hello. You ask for help and some NPC’s can help others can’t. I dont want to use conditions for this because I want to be able to reach this dialogue from other dialogs so to avoid repetition id like to be able to fire off an event. Any idea how to do this

EDIT: essentially I want to be able to define a variable to pass into the dialogue event

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**Author:** ![MothDoctor](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mothdoctor/32/1194551_2.png) [@MothDoctor](https://forums.unrealengine.com/u/MothDoctor)\
**Post date:** [December 7, 2018, 10:09pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/341 "2018-12-07T22:09:54Z")

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[USER=“1210893”][/USER]  
I’d add simple system called “fact database”. It’s list of pairs where key is string or gameplay tag. Value could be anything you like: boolean, integer, float.  
Example: KingFoltest\_Met = true.  
This list has to be stored globally, game instance is great place because it persist through entire game.

To hook it up with dialogues, you would need to add new variable with the name of the fact. And add this fact to database after given dialogue line has been played.  
Yes, it would require to add few lines of code in C++, it’s super simple. Although I’m not sure if you’re familiar with C++ programming…

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**Author:** ![ahuss](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ahuss](https://forums.unrealengine.com/u/ahuss)\
**Post date:** [December 8, 2018, 12:02am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/342 "2018-12-08T00:02:57Z")

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> [@Cheshire Dev](#):
>
> [USER=“1210893”][/USER]  
> I’d add simple system called “fact database”. It’s list of pairs where key is string or gameplay tag. Value could be anything you like: boolean, integer, float.  
> Example: KingFoltest\_Met = true.  
> This list has to be stored globally, game instance is great place because it persist through entire game.
> 
> To hook it up with dialogues, you would need to add new variable with the name of the fact. And add this fact to database after given dialogue line has been played.  
> Yes, it would require to add few lines of code in C++, it’s super simple. Although I’m not sure if you’re familiar with C++ programming…

Not sure if this is directed towards my problem but thanks for the idea of a fact database. Don’t know why I didn’t think of that.  
As for my initial question thats been solved. Theres a drop down arrow next to the event name in a dialog asset where you can set values for variables that i didnt notice

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**Author:** ![kai39](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kai39](https://forums.unrealengine.com/u/kai39)\
**Post date:** [December 10, 2018, 6:27am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/343 "2018-12-10T06:27:29Z")

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Is there something in it like a time out. That after the time has run out that the dialogue just advances forward?

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**Author:** ![Dinocanid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dinocanid](https://forums.unrealengine.com/u/Dinocanid)\
**Post date:** [December 12, 2018, 4:01am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/344 "2018-12-12T04:01:03Z")

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> [@](#):
>
> I couldn’t reproduce the problem in a clean project by creating the same dialogue that you have. Are you trying it in an empty project as well? Could you upload your project to google drive and send it to me by mail (it’s on my seller’s page on the marketplace)? I’d like to have a look at it, if you don’t mind.

Yeah it’s a blank project. I should be able to send you an email about it soon!

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**Author:** ![CodeSpartan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codespartan/32/1194561_2.png) [@CodeSpartan](https://forums.unrealengine.com/u/CodeSpartan)\
**Post date:** [December 12, 2018, 6:39am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/345 "2018-12-12T06:39:31Z")

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> [@kai39](#):
>
> Is there something in it like a time out. That after the time has run out that the dialogue just advances forward?

There isn’t, but it wouldn’t be difficult to implement. How comfortable are you in blueprints, and what would be the default response selected by the player?

I can give you pointers on how to do that.

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**Author:** ![scardario](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@scardario](https://forums.unrealengine.com/u/scardario)\
**Post date:** [December 19, 2018, 4:02am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/346 "2018-12-19T04:02:10Z")

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Hi, great plugin

I’m having problems with the gamepad support, even on the sample project.

For some reason, the “On Key Down” function on DemoDialogueWidget is not firing, not even when keyboard, this might be not directly related to your plugin, but I can’t make it work, I think it’s something related to the widget focus.

Appreciate some help. Thank you.

Edit: Using Unreal 4.20.3, with the dialogue plugin version from the store.

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**Author:** ![scardario](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@scardario](https://forums.unrealengine.com/u/scardario)\
**Post date:** [December 19, 2018, 3:21pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/347 "2018-12-19T15:21:22Z")

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Ok, Solved it. Added a “Set keyboard focus” node referencing the “Player VBox” variable in the DialogueWidget constructor and that did the trick.

If you know a better way please tell, for now it worked.

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**Author:** ![npnFF1517](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@npnFF1517](https://forums.unrealengine.com/u/npnFF1517)\
**Post date:** [December 31, 2018, 4:35am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/348 "2018-12-31T04:35:36Z")

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Hey a little help here. So the conversation conditions nodes are ran only once and the instant the nodes are shown. Is there any way to manually call for condition any time during branch node is displayed?

To put it simply, is there any way I can call an event that will check for the respective condition of the node when I want to?

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**Author:** ![WinterStasis](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WinterStasis](https://forums.unrealengine.com/u/WinterStasis)\
**Post date:** [January 3, 2019, 2:42pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/349 "2019-01-03T14:42:17Z")

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Hey Code Spartan! Thanks for this awesome Plugin!

I’m messing around with it, and was wondering if there was a “close dialogue” event or something like that? Or is it better to just simply lead to an end node?

Also, when the dialogue closes, my controller / character can no longer look around without holding the mouse down. How would I go about fixing that?

Thanks in advance!

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**Author:** ![BladeMaster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BladeMaster](https://forums.unrealengine.com/u/BladeMaster)\
**Post date:** [January 4, 2019, 8:21pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/350 "2019-01-04T20:21:51Z")

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Hi ! Thanks for the plugin!

I am using Unreal 4.21. My Unreal crashes when the execution reaches the dialogue node with an event.

For example,  
I have added a small DialogueEvent in your “DialogueVrDemo” project. I have added 2 images to show where I have added the event and the logic of the event. Unreal crashes whenever I reply with Answer #1.

Can you please help?  
Thanks!

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**Author:** ![notrealvitor](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/notrealvitor/32/731461_2.png) [@notrealvitor](https://forums.unrealengine.com/u/notrealvitor)\
**Post date:** [January 9, 2019, 1:47am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/351 "2019-01-09T01:47:48Z")

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Hello Sir, I just installed the plugin only in my engine version 4.21 now every project I open with this version freezes after a few seconds, any ideia what could be? There’s someone else experiencing this kind of problem? It happens even if I open a blank project in 4.21 but it does not happen when I open any project of other versions that I did not install the plugin

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<div class="post-metadata">

**Author:** ![CodeSpartan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codespartan/32/1194561_2.png) [@CodeSpartan](https://forums.unrealengine.com/u/CodeSpartan)\
**Post date:** [January 9, 2019, 6:48am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/352 "2019-01-09T06:48:06Z")

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> [@WinterStasis](#):
>
> I’m messing around with it, and was wondering if there was a “close dialogue” event or something like that? Or is it better to just simply lead to an end node?
> 
> Also, when the dialogue closes, my controller / character can no longer look around without holding the mouse down. How would I go about fixing that?

1. It’s not difficult to make a “close dialogue” event. Its logic should find the dialogue widget (you need to save a reference to it when you open it) and call a “remove from parent” node on it.

2. It’s a question of restoring focus to game after you quit the dialogue. Add these two nodes:

https://i.gyazo./b942b5bf1cc302e00009fe4fad8fc428.png

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<div class="post-metadata">

**Author:** ![CodeSpartan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codespartan/32/1194561_2.png) [@CodeSpartan](https://forums.unrealengine.com/u/CodeSpartan)\
**Post date:** [January 9, 2019, 8:24am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/354 "2019-01-09T08:24:21Z")

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> [@notrealvitor](#):
>
> Hello Sir, I just installed the plugin only in my engine version 4.21 now every project I open with this version freezes after a few seconds, any ideia what could be? There’s someone else experiencing this kind of problem? It happens even if I open a blank project in 4.21 but it does not happen when I open any project of other versions that I did not install the plugin

Does removing the plugin solve the issue? Are you on mac/linux by any chance? One other person reported something similar, although I’m having difficulties understanding how such behavior could be caused by installing this plugin. Did you install anything else recently? Can you replicate the behavior on a clean machine with a clean engine, by only installing this plugin?

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<div class="post-metadata">

**Author:** ![CodeSpartan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codespartan/32/1194561_2.png) [@CodeSpartan](https://forums.unrealengine.com/u/CodeSpartan)\
**Post date:** [January 9, 2019, 8:43am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/355 "2019-01-09T08:43:29Z")

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> [@BladeMaster](#):
>
> Hi ! Thanks for the plugin!
> 
> I am using Unreal 4.21. My Unreal crashes when the execution reaches the dialogue node with an event.
> 
> For example,  
> I have added a small DialogueEvent in your “DialogueVrDemo” project. I have added 2 images to show where I have added the event and the logic of the event. Unreal crashes whenever I reply with Answer #1.
> 
> Can you please help?  
> Thanks!

Found the issue. It wasn’t with the plugin, but with the demo project. Please delete old project and redownload new one, I just uploaded a fix. Thanks for the report.

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**Author:** ![Roasiac](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Roasiac](https://forums.unrealengine.com/u/Roasiac)\
**Post date:** [January 10, 2019, 10:44pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/356 "2019-01-10T22:44:34Z")

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I am unable to install the plugin on 4.21 how can I do that?

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<div class="post-metadata">

**Author:** ![CodeSpartan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codespartan/32/1194561_2.png) [@CodeSpartan](https://forums.unrealengine.com/u/CodeSpartan)\
**Post date:** [January 12, 2019, 12:08am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/357 "2019-01-12T00:08:05Z")

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> [@Roasiac](#):
>
> I am unable to install the plugin on 4.21 how can I do that?

You’re in Epic Launcher and you’re trying to install it to engine and something fails? Can you describe how exactly?

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**Author:** ![TyroneTheSlayerr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TyroneTheSlayerr](https://forums.unrealengine.com/u/TyroneTheSlayerr)\
**Post date:** [January 22, 2019, 4:06am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/358 "2019-01-22T04:06:51Z")

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Great plugin!

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<div class="post-metadata">

**Author:** ![M.O.A.dev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@M.O.A.dev](https://forums.unrealengine.com/u/M.O.A.dev)\
**Post date:** [January 24, 2019, 2:21pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/359 "2019-01-24T14:21:03Z")

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> [@astralduelist](#):
>
> I bought this plugin and I totally love it from the videos.
> 
> Sad part is, I am not very good in game development and my programmer told he needs 1 week break for personal reasons. Which is totally fine.
> 
> A little question, how can I enable the dialogue by clicking the “G” button for example(when getting close to the NPC), and navigating it by “W” and “D” buttons? Basically, this is the most newbie question ever. I did set up the plugin and everything else. 3rd person template.
> 
> I really wanna show my programmer that I did something 🙂 I know that I might not get an answer, but I am feeling lucky.

I’m just learning just now, hopefully someone else may offer a more comprehensive answer but Your NPC needs a trigger volume which can been added in the NPCs Viewport. When the player enters the trigger volume you enable input and disable it when they leave it. Instead of P you can use G (right click in the graph and type keyboard g). If you google how to use trigger volumes, you’ll get plenty of great tutorials showing you how.

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