Hey all,
I just wanted to inform you about some things we did with the Dialogue Plugin, and also news about UE5.
- I made the Dialogue Plugin compile on UE5 by commenting out the
#include "Toolkits/AssetEditorManager.h"
line inDialogueEditor.h
. I don’t know if things work fine (I didn’t test yet) and we also have our own slightly adjusted version of Dialogue Plugin. Compilation with UE5 and adding custom plugins is tricky, but that’s another story. - We needed to add various additional fields to a dialogue line. Because we do our prototypes in Blueprints I didn’t want to adjust the code all the time (with compilation and distribution etc.). Therefore I created a custom UObject class and added this to the plugin as an instanced object. We are able to create our custom blueprint class of this type with various additional fields like we want. The changes to the code are very small and everything else works as expected.
Have fun.
sirjofri
Edit: I did some tests and the whole plugin seems to just work in UE5 early access (with the mentioned fix).