Dialogue Plugin

Seems a lot simpler than I had expected. Should be I just need to add an FText variable in the FDialogueNode struct, then in BP in the reply widget is where I get the break DialogueNode that has the variables, which I assume is really all I need?

I was looking in your source and found the TextCommitted() in DialogueNodeWidget.cpp as well as the OnNodeTextCommitted() in DialogueViewportWidget.cpp. 99% I don’t need to touch the dialogueviewportwidget code as I assume that strictly for the text on the node, and about 90% certain I don’t need to touch the dialoguenodewidget.

Problem is adding a variable FText isn’t showing up in the widgets or bp. Checked the break node and it’s not there either. Simply copy/pasted the Text variable and changed the name.

Also, would it be possible for you guys to add blueprint style comments to your dialogue viewport? Just makes things easy to organize and shows relevant details at a glance, but I can just as easily use unconnected nodes.