# 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:** 9

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**Author:** ![anonymous\_user\_97057dca](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_97057dca](https://forums.unrealengine.com/u/anonymous_user_97057dca)\
**Post date:** [July 31, 2017, 5:10pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/169 "2017-07-31T17:10:43Z")

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How stable is this for packaging (with the convert blueprint to C++ option ticked) in ue4.16?

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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:** [July 31, 2017, 9:47pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/170 "2017-07-31T21:47:03Z")

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> [@sbnewsom;743361](#):
>
> @: Well f\*ck me. Wish I packaged this game when it supposedly got working. Everything works, compiles fine in VS source engine, editors runs well, but the above errors are preventing me from packaging at a very critical time. These errors only come up when you package and if you tinker with VS a certain way, the errors will pop up there too. Well this sucks. I guess i’m not getting paid for another month. This plugin has been EXTREMELY problematic despite being great. (Yes, I’ve tried a fresh copy of the plugin and compiled its source, both from 4.16 and 4.15. They randomly throw these errors when you package. I’ve tried shipping mode and development.
> 
> EDIT: Well…I’m so glad I dug deeper. I knew it had to be an include issue. I added #include “ScriptMacros.h” to Dialogue.h below the DataAsset include. Fixed everything. lol
> 
> Did no one else package a game before this? I’m relieved now. I can now get paid! I’m in love with all the problems 4.15 caused to programmers and developers. lol

I was working on another project (without the dialogue plugin) that I ported from 4.15 and the compiler also asked me for an additional include sort of out of the blue after I was working in the project for a while. Weird stuff, but it’s kind of easy to fix.

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**Author:** ![Macw0lf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Macw0lf](https://forums.unrealengine.com/u/Macw0lf)\
**Post date:** [July 31, 2017, 9:53pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/171 "2017-07-31T21:53:09Z")

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Good to hear - can you make sure a 4.16 update is released that works correctly without warnings and errors. I am keen to see it cleaned up.  
And 4.17 would be great as well - right now I can’t move to the preview as it throws too many exceptions.

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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:** [July 31, 2017, 9:55pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/172 "2017-07-31T21:55:38Z")

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> [@travisc;743971](#):
>
> How stable is this for packaging (with the convert blueprint to C++ option ticked) in ue4.16?

It’s stable. The plugin is mostly editor-only, the packaging process should be skipping it almost entirely, except for the custom data asset type.

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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:** [July 31, 2017, 9:56pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/173 "2017-07-31T21:56:59Z")

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> [@Macw0lf;744107](#):
>
> Good to hear - can you make sure a 4.16 update is released that works correctly without warnings and errors. I am keen to see it cleaned up.  
> And 4.17 would be great as well - right now I can’t move to the preview as it throws too many exceptions.

What do you mean by move the preview? Could you post the errors?

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**Author:** ![Macw0lf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Macw0lf](https://forums.unrealengine.com/u/Macw0lf)\
**Post date:** [August 1, 2017, 3:34am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/174 "2017-08-01T03:34:25Z")

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> [@;744111](#):
>
> What do you mean by move the preview? Could you post the errors?

4.17 is in preview 3 right now. I’ll upload the debug output shortly.

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**Author:** ![Macw0lf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Macw0lf](https://forums.unrealengine.com/u/Macw0lf)\
**Post date:** [August 1, 2017, 4:47am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/175 "2017-08-01T04:47:11Z")

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Here we go… dozens of instances of these 2:

E:\Game\Plugins\DialoguePlugin\Source\DialoguePluginEditor\Private\DialogueViewportWidget.cpp(264): **warning C4996: ‘FGeometry::GetClippingRect’: This no longer represents any sort of clipping rect. Please use GetLayoutBoundingRect() to get the layout rect of this geometry. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.**  
E:\Epic Games\UE\_4.17\Engine\Source\Runtime\SlateCore\Public\Layout/Geometry.h(432): note: see declaration of ‘FGeometry::GetClippingRect’

E:\Game\Plugins\DialoguePlugin\Source\DialoguePluginEditor\Private\DialogueViewportWidget.cpp(864): **warning C4996: ‘FSlateDrawElement::MakeBox’: ClippingRects are no longer supplied for individual draw element calls. If you require a specialized clipping rect, use PushClip / PopClip on the WindowElementList, otherwise, just remove the parameter. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.**  
E:\Epic Games\UE\_4.17\Engine\Source\Runtime\SlateCore\Public\Rendering\DrawElements.h(346): note: see declaration of ‘FSlateDrawElement::MakeBox’

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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:** [August 1, 2017, 9:16pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/176 "2017-08-01T21:16:16Z")

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Oh, it’s from 4.17. I’ll deal with it when it comes out. Preview versions aren’t stable for development anyway.

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**Author:** ![Relrin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Relrin](https://forums.unrealengine.com/u/Relrin)\
**Post date:** [August 5, 2017, 10:07am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/177 "2017-08-05T10:07:32Z")

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Hello, !

I have a question about the using this plugin for a cases, when a NPC should give/take some item(s) to/from the main character of the game. How to deal with this particular situation?

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**Author:** ![Macw0lf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Macw0lf](https://forums.unrealengine.com/u/Macw0lf)\
**Post date:** [August 8, 2017, 5:54am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/178 "2017-08-08T05:54:54Z")

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Given 4.17 is now out, will you address the compile issues?

Thanks

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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:** [August 8, 2017, 7:47am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/179 "2017-08-08T07:47:16Z")

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> [@Relrin;746129](#):
>
> Hello, !
> 
> I have a question about the using this plugin for a cases, when a NPC should give/take some item(s) to/from the main character of the game. How to deal with this particular situation?

Hi. The second video tutorial explains this.

> [@Macw0lf;747091](#):
>
> Given 4.17 is now out, will you address the compile issues?
> 
> Thanks

Sure. Whenever new versions come out, I usually update the MMO Kit first, which takes a couple of days, then the Dialogue Plugin. I already started on the MMO Kit yesterday.

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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:** [August 9, 2017, 11:58pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/180 "2017-08-09T23:58:17Z")

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Sent a 4.17 version to the marketplace, should be up soon (usually takes less than a week).

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**Author:** ![anonymous\_user\_97057dca](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_97057dca](https://forums.unrealengine.com/u/anonymous_user_97057dca)\
**Post date:** [August 12, 2017, 6:59pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/181 "2017-08-12T18:59:21Z")

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Hello, I need help with this. I find that this plugin isn’t very newbie friendly, and I already run into problems. Or maybe it’s the tutorial video you have that lacks information. (Really needs an explain it like I’m five version.) Currently when I click “goodbye”, the mouse cursor is still there and I’m still in UI mode. I’m assuming that I have to alter something within the “BasicDialogueWidget” BP, (like perhaps adding a “set input mode Game only” node?). But since that BasicDialogueWidget is nowhere to be found in my project folder, I tried to duplicate one from the UE4 installation plugins folder, into my project folder. However that doesn’t work, so I assume I must use the one saved in the UE4 installation plugin folder. But then when I tried to import from the plugins folder, it just plain won’t let me. So now I’m extremely stuck and hella confused.  
How do I proceed?

Also, I wish your tutorial vid showed me how to get the mouse cursor to show up and click on the dialogue options in the first place, though I figured out that part just now.

(I am on 4.16)

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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:** [August 18, 2017, 2:35pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/182 "2017-08-18T14:35:33Z")

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> [@travisc;749165](#):
>
> Hello, I need help with this. I find that this plugin isn’t very newbie friendly, and I already run into problems. Or maybe it’s the tutorial video you have that lacks information. (Really needs an explain it like I’m five version.) Currently when I click “goodbye”, the mouse cursor is still there and I’m still in UI mode. I’m assuming that I have to alter something within the “BasicDialogueWidget” BP, (like perhaps adding a “set input mode Game only” node?). But since that BasicDialogueWidget is nowhere to be found in my project folder, I tried to duplicate one from the UE4 installation plugins folder, into my project folder. However that doesn’t work, so I assume I must use the one saved in the UE4 installation plugin folder. But then when I tried to import from the plugins folder, it just plain won’t let me. So now I’m extremely stuck and hella confused.  
> How do I proceed?
> 
> Also, I wish your tutorial vid showed me how to get the mouse cursor to show up and click on the dialogue options in the first place, though I figured out that part just now.
> 
> (I am on 4.16)

Hey. Sorry for a long delay, I was away from PC for a week. Please follow the documentation guide on how to duplicate the original widgets from the plugin folder into your project (part “3: customizing the widget”). Then you can modify them, and as you’ve correctly assumed, it is there that you must change your input mode on dialogue exit, depending on the needs of your game.

It’s true that the dialogue plugin doesn’t provide all possible scenarios for all possible game genres. It takes the difficult part off your shoulders, by which I mean it provides you with a visual dialogue editor, which is a game agnostic thing. The rest depends on your game, so I leave it up to you. You’ve figured out most of it already, but if you have any questions, shoot and I’ll try to answer.

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**Author:** ![anonymous\_user\_cdf4d3721](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cdf4d3721](https://forums.unrealengine.com/u/anonymous_user_cdf4d3721)\
**Post date:** [August 25, 2017, 4:39pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/183 "2017-08-25T16:39:31Z")

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Is it possible to add nodes through blueprint and c++ programatically?

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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:** [August 25, 2017, 6:05pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/184 "2017-08-25T18:05:31Z")

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4.17 is now live.

> [@anonymous\_user\_cdf4d3721](#):
>
> Is it possible to add nodes through blueprint and c++ programatically?

Sure, but this isn’t exposed. You can see how new nodes are added in SDialogueViewportWidget::OnAddNodeClicked()

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<div class="post-metadata">

**Author:** ![anonymous\_user\_cdf4d3721](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cdf4d3721](https://forums.unrealengine.com/u/anonymous_user_cdf4d3721)\
**Post date:** [August 25, 2017, 7:35pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/185 "2017-08-25T19:35:30Z")

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Do you have any tutorial to set up where NPC talks to you?

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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:** [August 25, 2017, 9:48pm UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/186 "2017-08-25T21:48:19Z")

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> [@anonymous\_user\_cdf4d3721](#):
>
> Do you have any tutorial to set up where NPC talks to you?

Sure, check out the first video tutorial, it explains the basics like starting a dialogue.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_cdf4d3721](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cdf4d3721](https://forums.unrealengine.com/u/anonymous_user_cdf4d3721)\
**Post date:** [August 27, 2017, 12:44am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/187 "2017-08-27T00:44:41Z")

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Hey I just recently bought this plugin and it is working great so far. Is there anyway to collapse make sub trees in case the trees start getting long?

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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:** [August 29, 2017, 5:39am UTC](https://forums.unrealengine.com/t/dialogue-plugin/59871/188 "2017-08-29T05:39:13Z")

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No, but you can zoom out super far.

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