# 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:** 7

<div class="post-metadata">

**Author:** ![Mr\_SquarePeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mr\_SquarePeg](https://forums.unrealengine.com/u/Mr_SquarePeg)\
**Post date:** [February 3, 2017, 2:36am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/124 "2017-02-03T02:36:21Z")

</div>

Hey @ - Got a bit of a request for this plugin.

Would it be possible to import .JSON data from articy:draft 3 and have it generate the dialogue tree from the data provided in the .JSON file.

---

<div class="post-metadata">

**Author:** ![JamesR](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JamesR](https://forums.unrealengine.com/u/JamesR)\
**Post date:** [February 5, 2017, 8:44pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/125 "2017-02-05T20:44:57Z")

</div>

Hi,  
How can I separate the replies and the responses into two different widgets to show on to different actors. I’ve looked at the Vr response on the page before and it makes sense though surely its just placing the widget, dialogue and responses onto the same actor or have I misread it?

---

<div class="post-metadata">

**Author:** ![sbnewsom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sbnewsom](https://forums.unrealengine.com/u/sbnewsom)\
**Post date:** [February 18, 2017, 9:35am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/126 "2017-02-18T09:35:28Z")

</div>

Just wanted to touch base here and see where the project is at with possible features and updates.

Haven’t upgraded to 4.15 yet, but with the major (Destructive) C++ changes in the new engine, the dialogue is unable to compile, with or without IWYU enabled. So just a heads up on that. Going to prove burdemsome, especially since it prevents any developers from using the updated Texture Streaming system.

Aside from that, I would love to hear where we are at with XML/JSON export/import. On top of the use of Articy:Draft 3, it would be great to export the dialog for localization. Since dialog is disconnected from Articy, it’s hard to manage the script for our voice actors.

Anyways, hope we can get these critical features implemented soon. Thanks! 😃

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_a42deac7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a42deac7](https://forums.unrealengine.com/u/anonymous_user_a42deac7)\
**Post date:** [March 31, 2017, 7:18pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/128 "2017-03-31T19:18:33Z")

</div>

Great plugin! I just wanted to stop by this thread and say thanks. I found it really helpful for creating the dialogue system in my latest prototype. Here is a quick webm of it in action: [https://gfycat](https://gfycat)./WhiteTestyAzurewingedmagpie.

I’m going to do a full write-up down the line detailing the whole creation process of this Dialogue UI and the modifications I made to the plugin if you are interested. Very happy customer here!

---

<div class="post-metadata">

**Author:** ![Andrew\_Lindsay](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Andrew\_Lindsay](https://forums.unrealengine.com/u/Andrew_Lindsay)\
**Post date:** [April 11, 2017, 7:41pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/129 "2017-04-11T19:41:59Z")

</div>

Hello there, I recently purchased this excellent dialogue system. It works well, but I am really wanting to get the messages to appear gradually with a ‘typewriter text’ effect, character by character. I saw a user named popawheelie had actually posted a screenshot of how to do this on this post, but the screenshot does not show where the blueprints go. If anyone could help me achieve this effect in any way, I would be extremely grateful. Thanks.

---

<div class="post-metadata">

**Author:** ![sbnewsom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sbnewsom](https://forums.unrealengine.com/u/sbnewsom)\
**Post date:** [April 14, 2017, 3:42am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/131 "2017-04-14T03:42:13Z")

</div>

Getting these errors when compiling your plugin in a custom 4.15 engine. Aside from your plugin throwing the IWYU error where the header needs to be first thing, it seems the code itself in source seems to be from 4.14. Else I don’t think I should be getting a IWYU error. This is a fresh copy of the plugin that was installed with the default binary 4.15 from the launcher. I just copied the plugin to my 4.15 engine source and viola, errors. Technically none of these errors make sense since your code is fine.

```auto

Severity	Code	Description	Project	File	Line	Suppression State
Error	C2614	'UDialogue': illegal member initialization: 'Super' is not a base or member	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	329	
Error	C2143	syntax error: missing ';' before '*'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
Error	C4430	missing type specifier - int assumed. Note: C++ does not support default-int	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
Error	C2238	unexpected token(s) preceding ';'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
Error	C2504	'UDataAsset': base class undefined	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	70	
Error	C3646	'Super': unknown override specifier	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
Error	C4430	missing type specifier - int assumed. Note: C++ does not support default-int	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
Error	C2440	'return': cannot convert from 'UDialogue *' to 'UObject *'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
Error	C2039	'StaticConfigName': is not a member of 'UDialogue'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
Error	C3861	'StaticConfigName': identifier not found	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
Error	C2039	'AddReferencedObjects': is not a member of 'UDialogue'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
Error	C2065	'AddReferencedObjects': undeclared identifier	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
Error	C3083	'Super': the symbol to the left of a '::' must be a type	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
Error	C3083	'WithinClass': the symbol to the left of a '::' must be a type	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
Error	C2039	'DialogueWave': is not a member of 'FDialogueNode'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	106	
Error	C2664	'UObjectProperty::UObjectProperty(const UObjectProperty &)': cannot convert argument 1 from 'FObjectInitializer' to 'ECppProperty'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	106	

```

The 4.14 plugin worked perfectly. This is the only plugin preventing me from upgrading to 4.15.

---

<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 23, 2017, 3:04pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/132 "2017-04-23T15:04:22Z")

</div>

Have you tried including it into the project instead of including it into your custom engine build? Is the issue resolved?

---

<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 23, 2017, 3:08pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/133 "2017-04-23T15:08:10Z")

</div>

> [@AndrewLindsay;693956](#):
>
> Hello there, I recently purchased this excellent dialogue system. It works well, but I am really wanting to get the messages to appear gradually with a ‘typewriter text’ effect, character by character. I saw a user named popawheelie had actually posted a screenshot of how to do this on this post, but the screenshot does not show where the blueprints go. If anyone could help me achieve this effect in any way, I would be extremely grateful. Thanks.

Hey. I never did anything like that. Here’s how I’d do it: show just the first letter of the entire string (a substring), Delay 0.3 seconds, then show 2 letters… then the same for 3 letters… Etc. It’s a simple “For” loop with delays.

---

<div class="post-metadata">

**Author:** ![sbnewsom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sbnewsom](https://forums.unrealengine.com/u/sbnewsom)\
**Post date:** [April 23, 2017, 9:05pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/134 "2017-04-23T21:05:39Z")

</div>

> [@;698708](#):
>
> Have you tried including it into the project instead of including it into your custom engine build? Is the issue resolved?

Not at all. Stuck on 4.14 and don’t have the money to invest in a completely new Dialogue System. I have no idea where the problem is coming from that would prove helpful.

---

<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 24, 2017, 2:52am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/136 "2017-04-24T02:52:18Z")

</div>

> [@sbnewsom;698796](#):
>
> Not at all. Stuck on 4.14 and don’t have the money to invest in a completely new Dialogue System. I have no idea where the problem is coming from that would prove helpful.

Well can you include the plugin into your project instead of into the engine?

---

<div class="post-metadata">

**Author:** ![sbnewsom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sbnewsom](https://forums.unrealengine.com/u/sbnewsom)\
**Post date:** [April 24, 2017, 3:04am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/137 "2017-04-24T03:04:14Z")

</div>

> [@;698868](#):
>
> Well can you include the plugin into your project instead of into the engine?

I should of clarified, I’ve compiled it in the project already and it still threw out errors.

---

<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 24, 2017, 4:54pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/138 "2017-04-24T16:54:02Z")

</div>

> [@sbnewsom;698870](#):
>
> I should of clarified, I’ve compiled it in the project already and it still threw out errors.

Is it happening in all projects, such as a blank TPP project, or only in yours?

---

<div class="post-metadata">

**Author:** ![6r0m](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/6r0m/32/1194563_2.png) [@6r0m](https://forums.unrealengine.com/u/6r0m)\
**Post date:** [April 26, 2017, 6:58am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/139 "2017-04-26T06:58:51Z")

</div>

> [@;639453](#):
>
> Oops, sorry for spreading misinformation. Thanks for the info.
> 
> I’ll try to include the VR dialogue widget in the next version. For now, here’s how you can do it:
> 
> 1. Copy the DemoDialogueWidget and DemoReplyWidget into the project from the plugin folder. Do it by performing all steps in [Documentation: 3.1 Duplicating the demo widget](https://forums.unrealengine.com/edit#). For the purpose of this how-to, let’s call them VRDialogueWidget and VRReplyWidget.
> 2. I’ll assume you’re working in First Person Template project for this how-to. Perform the first 8 steps of [this guide](https://docs.unrealengine./latest/INT/Engine/UMG/HowTo/InWorldWidgetInteraction/index.html).
> 3. Create a Blueprint Class (inherited from Actor) called VRDialogueActor. Add a Widget component as per steps [19 and 20 of this guide](https://docs.unrealengine./latest/INT/Engine/UMG/HowTo/InWorldWidgetInteraction/index.html). Make sure the Widget Class [is set to VRDialogueWidget](https://i.gyazo./5327bc1a0233773cecffb90c0d4b6f28.png). Check “draw at desired size”. Set widget’s transform to [0, 0, 110](https://i.gyazo./a900fbcc56e3bf00dd647f4cc39417d7.png).
> 4. Go into the Event Graph of your VRDialogueActor and make it so that it always faces your character. An [example of how you can do it](https://i.gyazo./6d7432884c4662ce5a3a6f5083a1f1f4.png).
> 5. In your newly created VRDialogueWidget, add a variable called ParentActor, make it a reference to class VRDialogueActor, [like this](https://i.gyazo./5547e660ab605adb5d5c1155c7c6523c.png).
> 6. In VRDialogueWidget, open function ToNpcReply and add the [following highlighted nodes](https://i.gyazo./48225e155e73eeeaa4e8ccd85b981cbe.png).
> 7. Now all that remains is to spawn your VRDialogueActor in front of your character when you want to start a dialogue. This is [an example of how you can do it](https://i.gyazo./9e4a7173f46957a8f820e47af2f5401b.png) in the FirstPersonCharacter blueprint.
> 
> I’ll try to include all of those files into the next version so you don’t have to do all that yourself.
> 
> Result:
> 
> [https://i.gyazo](https://i.gyazo)./c201ce787ca8f552db63a969ec3d0355.png

great instruction, but I have a small question - did you test this in VR Preview mode (with headset)?

update: I think that yes!) My bad - I miss this node [http://joxi.ru/xAeGRq5UpZ31dm](http://joxi.ru/xAeGRq5UpZ31dm)  
now it’s work as expected. Thank you!

---

<div class="post-metadata">

**Author:** ![Nekospacial](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nekospacial](https://forums.unrealengine.com/u/Nekospacial)\
**Post date:** [April 28, 2017, 1:13am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/140 "2017-04-28T01:13:40Z")

</div>

Hey guys, I have some newbie questions (sorry for that, hehe).

I finally bought the plugin, but I having some difficulties to change the mouse click to a keyboard button.  
I don’t know if someone have asked this before, but how can I change this? For example, my game is a side scroller and I want to show the dialog when the player get in front of a NPC and press Z.

To be more specific, I want something like the dialogs from Final Fantasy and others RPGs: press a button in front a NPC to start the dialog, and Z again to continue or finish the dialog.

[This is the setup I am using right now to launch the dialogues.](http://imgur./cZp3YM9)  
All this blueprint is inside of my NPC. I don’t know if its correct, but this is working right now. It would be perfect if I could use my action input as a default, like the mouse click is right now.

**[EDIT]**

So, I’m diving into the plugin to learn more about it. And a couple questions are driving me crazy.

**1.** When I have a pure NPC dialog, the conversation doesn’t end when I click to continue into the last dialog line. But, with a PC answer, the dialog finish normally. Is this correctly? Or it’s a bug in my project?

**2.** I’m finding problems to focus the keyboard/gamepad into the continue button to show the next dialog line. I made a “way” to do that, (you can see [here](http://imgur./mF1Ird9) and [here](http://imgur./zdHqkIo)) but the editor always give me some (“trying access node…”) errors. Do you guys have a proper way to do that? The documentation only shows how to use the gamepad for a Fallout kind of dialogue, which gives the keyboard focus only to the answers.

**3**. About the answers gamepad focus, I did exactly what the documentation says to do, and it works (I see the hovered buttons). But, actually, this doesn’t made the dialog advance; it just simulate the hover on the answers. Plus, for example, if I press the top button, the first choice gets hovered. And, if I press the bottom, the last gets hovered too (see [here](http://imgur./10qpqCt)). How could I fix it and advance the dialog?

Well, for now this is all, hehe.  
Can you - please - help me? 🙂

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_a42deac7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a42deac7](https://forums.unrealengine.com/u/anonymous_user_a42deac7)\
**Post date:** [May 2, 2017, 9:22pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/141 "2017-05-02T21:22:20Z")

</div>

A little advice for people who want to play a LevelSequence through the event system:

1. In DialoguePlugin.Build.cs add the following to the PublicDependencyModuleNames list:

“LevelSequence”,  
“MovieScene”

1. At the top of Dialogue.h, above #include “Dialogue.generated.h” add the following:

#include “LevelSequence.h”  
#include “MovieScene.h”

1. Under FDialogueEvents add the following:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Dialogue Event”)  
ULevelSequence\* LevelSequenceAsset = nullptr;

1. Build the project and you should be able to set a LevelSequence asset to play as an event in the dialogue asset.

2. You’ll then have to set it to play the chosen asset in the DoEvents function of MyDialogueWidget. I dragged off Level Sequence Asset, made an IsValid node, dragged off that to create a branch connected to the previous HasEvents=true branch. Then, dragging off of True, made a Create Level Sequence Player node. Drag off the return value pin and make a Play node. Then just connect the Level Sequence Asset pin to the Level Sequence in the player node.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_a42deac7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a42deac7](https://forums.unrealengine.com/u/anonymous_user_a42deac7)\
**Post date:** [May 3, 2017, 1:59am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/142 "2017-05-03T01:59:11Z")

</div>

Slight correction. After setting a Level Sequence to play for the first time, the branch in DoEvents will always return true since it was just checking isvalid. What I ended up doing is creating an additional bool called “HasLevelSequence” in Dialogue.h and using that as the branch condition in DoEvents.

---

<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 5, 2017, 2:16am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/143 "2017-05-05T02:16:39Z")

</div>

> [@yoraanny;700927](#):
>
> **1.** When I have a pure NPC dialog, the conversation doesn’t end when I click to continue into the last dialog line. But, with a PC answer, the dialog finish normally. Is this correctly? Or it’s a bug in my project?

Well, usually dialogues end with a PC line. If you want them to end with an NPC line, then depending on the game, the behavior would differ in this particular situation. In Dark Souls, the last NPC line would linger on the screen for a few seconds, but you’d already be effectively out of the dialogue. In Baldur’s Gate, the line would appear normally and then you’d have an [End Dialogue] PC response generated automatically for you.

So it’s not exactly a bug, it’s just something I never implemented. Call it a slight oversight.

Anyway, this is where you arrive when that happens: [https://i.gyazo](https://i.gyazo)./736f017eec0bc7744f26fb828643ae3d.png  
You could do something like this if you want: [https://i.gyazo](https://i.gyazo)./a2e9f7ebadbeb6bfd6424cebbb1fdc51.png - this would create a “End Dialogue” reply. (you’d have to reset the text back to Continue somewhere else later)

Hard to answer about your other two questions without looking at the project. They’re more general purpose UMG type of questions.

---

<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 26, 2017, 4:24pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/144 "2017-05-26T16:24:23Z")

</div>

> [@sbnewsom;695046](#):
>
> Getting these errors when compiling your plugin in a custom 4.15 engine. Aside from your plugin throwing the IWYU error where the header needs to be first thing, it seems the code itself in source seems to be from 4.14. Else I don’t think I should be getting a IWYU error. This is a fresh copy of the plugin that was installed with the default binary 4.15 from the launcher. I just copied the plugin to my 4.15 engine source and viola, errors. Technically none of these errors make sense since your code is fine.
> 
> ```auto
> 
> Severity	Code	Description	Project	File	Line	Suppression State
> Error	C2614	'UDialogue': illegal member initialization: 'Super' is not a base or member	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	329	
> Error	C2143	syntax error: missing ';' before '*'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
> Error	C4430	missing type specifier - int assumed. Note: C++ does not support default-int	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
> Error	C2238	unexpected token(s) preceding ';'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
> Error	C2504	'UDataAsset': base class undefined	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	70	
> Error	C3646	'Super': unknown override specifier	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
> Error	C4430	missing type specifier - int assumed. Note: C++ does not support default-int	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
> Error	C2440	'return': cannot convert from 'UDialogue *' to 'UObject *'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
> Error	C2039	'StaticConfigName': is not a member of 'UDialogue'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
> Error	C3861	'StaticConfigName': identifier not found	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
> Error	C2039	'AddReferencedObjects': is not a member of 'UDialogue'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
> Error	C2065	'AddReferencedObjects': undeclared identifier	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
> Error	C3083	'Super': the symbol to the left of a '::' must be a type	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
> Error	C3083	'WithinClass': the symbol to the left of a '::' must be a type	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
> Error	C2039	'DialogueWave': is not a member of 'FDialogueNode'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	106	
> Error	C2664	'UObjectProperty::UObjectProperty(const UObjectProperty &)': cannot convert argument 1 from 'FObjectInitializer' to 'ECppProperty'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	106	
> 
> ```
> 
> The 4.14 plugin worked perfectly. This is the only plugin preventing me from upgrading to 4.15.

Hey. So I’m in the middle of updating the plugin to 4.16 and I just had some of the errors you’re having. Fixing them was a matter of including parent classes into headers when you’re using something in cpp, like Super.  
So for example adding **#include “Runtime/Engine/Classes/Engine/DataAsset.h”** into Dialogue.h fixed the error of “_‘UDialogue’: illegal member initialization: ‘Super’ is not a base or member UE4_”.

Then there are some errors like\* ‘DialogueWave’: is not a member of ‘FDialogueNode’\*, they can be fixed by adding forward declarations into .h files, so in Dialogue.h I added **class** in front of _UDialogueWave DialogueWave = NULL;_\* and that fixed that particular error.

Try these two fixes and see if it compiles, I didn’t have any errors after that, although I had a long list like yours when I first tried to compile.

I’m fixing those things now for 4.16, so hopefully you won’t get any errors like that with the 4.16 version. I’ll try to send it to the marketplace in a few days.

---

<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 26, 2017, 7:19pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/145 "2017-05-26T19:19:28Z")

</div>

Sent the plugin for review. Should be up on the marketplace soon.

@Sbnewsom, I also compiled it in the github version of Unreal just to see how it would behave, because I remember that’s what you were trying to do, and it worked.

---

<div class="post-metadata">

**Author:** ![sbnewsom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sbnewsom](https://forums.unrealengine.com/u/sbnewsom)\
**Post date:** [May 31, 2017, 12:10am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/146 "2017-05-31T00:10:34Z")

</div>

@

This is exciting! This gives me hope for the next build. Fingers crossed (I’m sure it’ll work, no problems 😃 ) I really appreciate the help btw.

Looking into exporting and import dialog right now. How does the plugin store this information? Is it individual arrays?

[Previous page](https://forums.unrealengine.com/t/dialogue-plugin/59871.md?page=6)

[Next page](https://forums.unrealengine.com/t/dialogue-plugin/59871.md?page=8)
