Dialogue Plugin

@weares I was on vacation, but I’m back and I’ll have a look at your project shortly. Thanks for your patience.

Sorry, I didn’t understand what you mean by that.

But the new (easier) version should be submitted to the Marketplace tomorrow. It’s out of my hands how much it’ll take to get verified by Epic staff (don’t know if they’re back from vacation yet), but anyway the new version won’t require you to fiddle with C++ anymore.

Alright, I have submitted the new version to the marketplace, hopefully it’ll be out in a few days.

I also uploaded the new documentation, and recorded the new intro and a tutorial on the new conditions/events system.

The first video is virtually the same, except you now create a dialogue like this:

https://i.gyazo./a5aca17b3a8299712b04869bbfcda67e.png

The rest is the same, so it’s not worth watching for those already familiar the the basics of the plugin.

The second video, on the other hand, is very important. It shows a completely new workflow for conditions and events, which eliminates all need for C++. Everything is now done in blueprints. Link: https://www.youtube./watch?v=qGFDMaO4FrM

As soon as the new version comes out on the marketplace, I strongly recommend everyone to switch to it. It’s vastly superior to the old one. It’ll be available for UE 4.18 and higher.

Your old dialogues will be compatible with it, but if you had old conditions/events, they will simply vanish in the new version, so be advised. I recommend switching to the new version, but if you already did a LOT of work on the old version, it’s up to you whether to update or not.

Once the new version comes out, I’ll also provide a sample project from the video with everything set up.

The new conditions/events systems is provided to you courtesy of ** Brune from the Underflow Studios**. He was very helpful in explaining a few things to me about how to bypass the ugly C++ list of variables, reorganized the plugin internally and provided a few new classes. A big shout out to him for this contribution.

@weares

I’ve looked at what you sent me, and it seems to me like you would benefit more from a sample project where VR is already set up.

I’m uploading a sample VR project to this repository: https://gitlab./Glabrezu/VrDemoDialogue

Here’s what you’ll get when you download it:
https://youtube./watch?v=UBTKfRQrhOA

It’s still for the old version of the dialogue plugin. Once the new one comes out, I’ll update it.

A **BIG **like for that “easy to find” UX update, thank you! :cool:

Ahoy @ , after I updated the plugin today these ugly yellow lines appears in the output log (as warnings):


LogClass: Warning: Type mismatch in Events of DialogueNode - Previous (StructProperty) Current(ArrayProperty) for package:  ../../../Engine/Plugins/Marketplace/DialoguePlugin/Content/UI/DemoReplyWidget.uasset
LogClass: Warning: Type mismatch in Conditions of DialogueNode - Previous (StructProperty) Current(ArrayProperty) for package:  ../../../Engine/Plugins/Marketplace/DialoguePlugin/Content/UI/DemoReplyWidget.uasset

What should I do to fix this?

Hey Code latest update is now up. VR template needs an update too :slight_smile:

Hi,

The type was indeed changed, but I don’t see why the engine complaining…

  1. Have you copied the dialogue/reply widgets into your project in order to customize them before updating? If yes, you need to do it again.

  2. Could you uninstall the plugin entirely (in epic launcher) and then reinstall it back again?

  3. Could you delete the Intermediate, Saved, Build, Binaries, DerivedDataCache folders in your project?

  4. If 2 and 3 don’t work, could you send me your project to [EMAIL=“.”]. so I could have a look at it?

Thanks.

The new version of the plugin has been released on the marketplace today. Make sure to backup your projects before updating, watch the new tutorial video on conditions/events, and I’ve uploaded the two sample projects - one is the project from the second video, and another a VR version with everything already set up. You can find them on the marketplace page.

Hey there,

here are my answers for your list:

  1. Yes, they were customized (just as you wrote in your documentation and works fine with my custom events & conditions after a little C++ magic), but after the new version I deleted the old ones and replaced my Widgets with the new ones from your plugin’s folder and set up as it should be
  2. I do that several times last night but without any success : /
  3. I think so, but after that I need to rebuild the full project in VS 2017 if I remember correctly, maybe?
  4. Unfortunately, I can’t do that, because it’s company material (and btw the whole project is about ~11 Gb massively) : ]

Thank you, tonight I will give a try to the point 3, and we will see.

Not a problem. But unless I can experience the issue myself, there isn’t much I can do. So if point 3 doesn’t help, then I can only suggest one of the following

  • you attempt to create a small clean project that reproduces the issue, or
  • we can arrange some NDA to be signed so I can inspect the problematic project

Well, I found the source of the problem; it was my first Dialogue, which contained some previous events (added within C++ in VS anno), and after I deleted that Dialogue asset (it was a Data Asset if I correct) puff, the warnings disappeared from my output log. :smiley:

Just implemented the updated plugin into our project and it’s a blessing. It’s really allowed me to re-work most of my quest accepting/dropping/completing code in a few hours and completely implement everything into the dialogue system. This will save us so much time in the future. Thanks a million man! I’ve been grinning/smiling behind my pc for a few hours now. :slight_smile:

Hi, would like to ask in the DialogueConditions & DialogueEvents, after override the function, under event graph, I unable to call (get game mode or get game instance), meaning we need to save all the variables in PlayerController BP?

You can access anything through the playercontroller. You can make a method inside playercontroller that returns gameinstance like this

https://i.gyazo./8bf3ce4aae4c4822704bac7b853a6a93.png

And then simply access it inside conditions/events like this:

https://i.gyazo./0aeeb81911db3e84a710848354aaca28.png

I am having an issue setting it up locally (to share with team mates). I followed the instructions in the google doc all the way through (built, etc.), to no avail. I noticed that there is no “Plugins” folder in the solution explorer, if that is an issue, how would I add it?

The last update destroy my game but the new event system is awesome, no c++ !!

Amazing update!

The father of Domingo Montoya can rest in peace.

Quick bug report here about the events…

I’ve been using this plugin for a while now and enjoying the updates to the events and conditions, but I’ve been noticing a bug in the stock setup that’s causing some issues…

After a lot of headache as to what was going on, I set up a blank project with a fresh plugin, and it seems that events placed on an NPC reply fire both when the text is shown as well as when that node is exited from (from continue button or next dialogue choice). In the meantime, I’ve modified our widget so that it doesn’t run “do events” when you click through to the next screen, but that also means I can only use events on NPC nodes, not PC choices. Obviously not ideal.

Any ideas what’s going on or how to fix the issue? If the issue isn’t clear or you can’t replicate it, I can send you more details or the project if need be, but we’ve replicated the issue on two separate systems.

I’m having the same issue. Here’s a short clip showing the bug. I hope this gets fixed as soon as possible.

I forgot to add this to my last post. There’s a smaller bug that makes things hard to work with in the dialogue tree. Variables that are not set as exposed still show up in the dialogue tree and they (sometimes) crash the system when you click on them. Not a fun experience. Any ETA on a fix for these issues Code Spartan?

btw, It would be good in the future that events and conditions can have the reference of the npcActor