I’m sending a new version to the marketplace today, should be up in about a week.
I’ve made some changes to the default UMG widget.
- Added a node PlayDialogueSound, which makes sure that you never play 2 sounds concurrently (by interrupting old sounds). Also added StopDialogueSound node, in case you want to call it when you quit the dialogue, for example.
- Added a visual representation of a dialogue line that’s currently being selected:
https://i.gyazo./926839cfdbf1e9f53c0492559c4e25f8.png
- Moving the mouse away from a line keeps it selected.
- Clicking on a selected line is now also possible through gamepad’s bottom face button (even if you selected it through mouse hover). So a player can switch between keyboard and gamepad at any time.
- Selecting a dialogue line is possible through mouse hovering as before, but now also by using gamepad (up/down on the d-pad). The widget is now more gamepad friendly out of the box.
- If a sound is playing from a player voiced line, displaying next NPC lines is delayed until your player finishes saying his line, but you have a “continue” button to skip the delay.
- I may have fixed a bug where player nodes didn’t fire events (not sure if this was done in this version or before that).
- Added a few instructions to the documentation regarding how to override demo widgets.
In short, these are general improvements that should be useful for most people, but most importantly they’re optional.
- E.g. if your player lines are never voiced, you shouldn’t worry about the #6.
- If your game doesn’t support gamepad, you don’t have to worry about #4 and #5.
- If you don’t want to have a currently selected line (#3), simply disconnect the HighlightSelectedReply method from its body.