# 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:** 24

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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:** [February 7, 2020, 3:59pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/486 "2020-02-07T15:59:33Z")

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> [@xermao](#):
>
> How can I fix this?When I type a chinese word in dialogue,it can not print it correctly.

Thanks for pointing it out. Actually, not only Chinese couldn’t be displayed, but also Arabic, Korean, Japanese, etc.

I’ve fixed it for the 4.24 version, expect to see an update as soon as the marketplace team uploads it.

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**Author:** ![Sun1010](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sun1010/32/599634_2.png) [@Sun1010](https://forums.unrealengine.com/u/Sun1010)\
**Post date:** [February 15, 2020, 12:44am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/487 "2020-02-15T00:44:26Z")

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I have another quesition, does this plugin suport mobile platform?

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**Author:** ![LordZedd\_02](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LordZedd\_02](https://forums.unrealengine.com/u/LordZedd_02)\
**Post date:** [February 15, 2020, 7:49pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/488 "2020-02-15T19:49:12Z")

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Hi I need help with a simple setup. After finishing the conversation and re-entering it, NPC greets me in a different way and has other dialogue options. For example for the first time he says “hello” and for the second time “welcome again”. Should I use dialog events or conditions or meaby both?

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**Author:** ![TorQueMoD](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/torquemod/32/710746_2.png) [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Post date:** [February 24, 2020, 7:17am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/489 "2020-02-24T07:17:34Z")

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> [@LordZedd\_02](#):
>
> … Should I use dialog events or conditions or meaby both?

I have a feeling you could use an event to replace the dialogue with a new one after it’s completed. When I get a chance to look into implementing this myself I’ll be sure to post a solution. Probably look into it tomorrow evening.

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**Author:** ![Ore\_Creative](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ore\_Creative](https://forums.unrealengine.com/u/Ore_Creative)\
**Post date:** [February 25, 2020, 1:56pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/490 "2020-02-25T13:56:11Z")

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Had a couple questions.

- Is there any way to export dialogue for spell checking? Even if it outputs to a table I could open it in google sheets, that would be useful.
- In the next update can you add blue print comments in the dialogue graph? I’d like to use it to help organize and access some of our larger dialogue setups at a glance dialogue.
- Is this plugin losing support? You don’t seem to be answering questions on your marketplace page anymore.

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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:** [March 3, 2020, 5:35pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/491 "2020-03-03T17:35:58Z")

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> [@LordZedd\_02](#):
>
> Hi I need help with a simple setup. After finishing the conversation and re-entering it, NPC greets me in a different way and has other dialogue options. For example for the first time he says “hello” and for the second time “welcome again”. Should I use dialog events or conditions or meaby both?

I recorded a video of myself doing it today. It’s unedited, and I’m doing it for the first time, so I get a few things wrong at first and then have to go back and correct them, and as a result it’s an hour long. But I try to explain my thought process and if you’re new to unreal, I think it could be somewhat educational. Anyway, the purpose is to explain how to do a certain feature, and the video achieves that. Here: [https://www.youtube](https://www.youtube)./watch?v=dpxErm–dvE

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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:** [March 3, 2020, 5:47pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/492 "2020-03-03T17:47:07Z")

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> [@Ore\_Creative](#):
>
> Had a couple questions.
> 
> - Is there any way to export dialogue for spell checking? Even if it outputs to a table I could open it in google sheets, that would be useful.
> - In the next update can you add blue print comments in the dialogue graph? I’d like to use it to help organize and access some of our larger dialogue setups at a glance dialogue.
> - Is this plugin losing support? You don’t seem to be answering questions on your marketplace page anymore.

- The only way you could export it is through UE4’s localization system. I wish I had the time to implement the export/import to/from json, so maybe in the future.
- Haha I wish I could do that. The entire graph is custom made, i.e. took me months to write. Comments would be a major feature, and would require at least a couple of weeks to do. It’s definitely a feature I wish the plugin had, but it’s too big of an endeavor for me right now.
- I was a bit surprised by your remark, so I went and checked, and curiously enough, I answered questions above and below yours, but somehow missed just yours. Maybe they were in pre-moderation? Anyway, if you have questions in the future, please write me an email. Marketplace questions section is not well suited for that.

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<div class="post-metadata">

**Author:** ![Ore\_Creative](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ore\_Creative](https://forums.unrealengine.com/u/Ore_Creative)\
**Post date:** [March 4, 2020, 9:47pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/493 "2020-03-04T21:47:17Z")

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> [@](#):
>
> - The only way you could export it is through UE4’s localization system. I wish I had the time to implement the export/import to/from json, so maybe in the future.
> - Haha I wish I could do that. The entire graph is custom made, i.e. took me months to write. Comments would be a major feature, and would require at least a couple of weeks to do. It’s definitely a feature I wish the plugin had, but it’s too big of an endeavor for me right now.
> - I was a bit surprised by your remark, so I went and checked, and curiously enough, I answered questions above and below yours, but somehow missed just yours. Maybe they were in pre-moderation? Anyway, if you have questions in the future, please write me an email. Marketplace questions section is not well suited for that.

Understandable. There are a handful of features that would really take this plugin over the edge but I get that you only have so much time you can invest.

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**Author:** ![TraceAnima](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TraceAnima](https://forums.unrealengine.com/u/TraceAnima)\
**Post date:** [March 25, 2020, 8:55am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/494 "2020-03-25T08:55:48Z")

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There is a big need in adding object blueprints or other custom types of structures to every node (NPC and Player), so we can transit non-default data to widget. Are there any ways to do that?

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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:** [April 19, 2020, 7:13am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/495 "2020-04-19T07:13:10Z")

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> [@TraceAnima](#):
>
> There is a big need in adding object blueprints or other custom types of structures to every node (NPC and Player), so we can transit non-default data to widget. Are there any ways to do that?

Sure. Paragraph 6.8 of the documentation: “Adding more variables to nodes”  
[https://docs.google./document/d/1…h.fgr6t5wr646j](https://docs.google./document/d/1IhfoL1puvM0kUumB93PWShTvqyTIsq_qk6bbiK2cy3k/edit#heading=h.fgr6t5wr646j)

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<div class="post-metadata">

**Author:** ![Blue.Bubble.Bee](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blue.bubble.bee/32/535968_2.png) [@Blue.Bubble.Bee](https://forums.unrealengine.com/u/Blue.Bubble.Bee)\
**Post date:** [April 22, 2020, 7:21am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/496 "2020-04-22T07:21:53Z")

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Hi, I want to ask a question about this plugin.

The plugin is fantastic, but I was wondering how can I add some classes in my CPP, for example, I want to add the class Dialogue.h in one of my Actor C++ classes.  
I copied the plugin on the folder Plugins in my project, but I don’t know how to access the classes on the plugin.

Thanks in advance

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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:** [April 22, 2020, 11:20am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/497 "2020-04-22T11:20:06Z")

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> [@Blue.Bubble.Bee](#):
>
> Hi, I want to ask a question about this plugin.
> 
> The plugin is fantastic, but I was wondering how can I add some classes in my CPP, for example, I want to add the class Dialogue.h in one of my Actor C++ classes.  
> I copied the plugin on the folder Plugins in my project, but I don’t know how to access the classes on the plugin.
> 
> Thanks in advance

Just add “DialoguePlugin” to the PublicDependancyModuleNames in your project’s .Build.cs file.  
Then a simple

```auto

#include "Dialogue.h"

```

will do.

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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:** [April 22, 2020, 12:31pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/498 "2020-04-22T12:31:20Z")

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Just finished working on integrating rich text into the default widgets and writing documentation.  
When 4.25 comes out, the plugin will come out with rich text and some 3 example styles. If you don’t want to use rich text, nothing will change for you, the default widgets will still look exactly the same (but they’ll be slightly different under the hood).

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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:** [May 7, 2020, 8:52am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/499 "2020-05-07T08:52:24Z")

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I’m working on some basic comments functionality for 4.26 (or sooner).  
Just bubble comments for now, not graph comments. Graph comments are much more complicated.

https://i.gyazo./6aafab2609eb664d8f38b4b727b3340a.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:** [May 8, 2020, 4:07am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/500 "2020-05-08T04:07:33Z")

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4.25 is live, restart Epic launcher to get it. Be sure to use new documentation.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_291e6c4d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_291e6c4d](https://forums.unrealengine.com/u/anonymous_user_291e6c4d)\
**Post date:** [May 15, 2020, 1:40pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/501 "2020-05-15T13:40:21Z")

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Great plugin really useful, I’m looking into the possibility of adding support for WWise audio events do you know what might be involved?

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<div class="post-metadata">

**Author:** ![DomusLudus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/domusludus/32/1215140_2.png) [@DomusLudus](https://forums.unrealengine.com/u/DomusLudus)\
**Post date:** [May 26, 2020, 7:28am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/502 "2020-05-26T07:28:23Z")

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A small bug :  
The Gather Text from localization Dashboard find the word “Start”

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<div class="post-metadata">

**Author:** ![DomusLudus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/domusludus/32/1215140_2.png) [@DomusLudus](https://forums.unrealengine.com/u/DomusLudus)\
**Post date:** [May 26, 2020, 7:37am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/503 "2020-05-26T07:37:27Z")

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> [@Ore\_Creative](#):
>
> Had a couple questions.
> 
> - Is there any way to export dialogue for spell checking? Even if it outputs to a table I could open it in google sheets, that would be useful.
> - In the next update can you add blue print comments in the dialogue graph? I’d like to use it to help organize and access some of our larger dialogue setups at a glance dialogue.
> - Is this plugin losing support? You don’t seem to be answering questions on your marketplace page anymore.

I write the dialogues in google Docs, so you can work anywhere.  
I don’t pass it to the plugin until I’m sure the dialog works fine and has no misspellings.  
For the translation service I use levelup and they agreed to work in the .po without problems.

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**Author:** ![DarthPixeIs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DarthPixeIs](https://forums.unrealengine.com/u/DarthPixeIs)\
**Post date:** [May 26, 2020, 7:58pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/504 "2020-05-26T19:58:57Z")

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Quick question: How would I go about adding a delay to the remove widget function in toNPCreply? I’m trying to add film bars that disappear with an animation when the conversation is over, as it stands right now the widget disappears before the animation is finished playing.

 ![Untitled.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/e/6e25332508c6bad1c55cac65bdabf5d387ad671a.png)

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<div class="post-metadata">

**Author:** ![michalss](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@michalss](https://forums.unrealengine.com/u/michalss)\
**Post date:** [May 27, 2020, 5:09pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/505 "2020-05-27T17:09:55Z")

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Well, sorry for negative rating. But text cannot be selected from string tables for dialogue boxes, string tables can be used only for names. Also “start” node text is being gathered by localization which might not be. Any possibilities to fix that? Thank you

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