Could you make a video how you trigger the dialogue with gamepad? Many thanks
The NPCActor node coming off ‘Event Recieve Event Triggered’… What does it return? I tried printing just the name of the ‘whatever it is’ and get nothing. The Considering Player node gives me the player controller.
PS… Receive is spelt wrong. Thought you should know.
Code Spartan made a few videos showing how to do this.
There’s no out of the box network support, no. Dialogue lines in MMOs aren’t normally sent through the network, so I would suggest sending node ids from client to server every time you select a dialogue line. Clients would have authority in navigating the dialogue tree (so no delay occurs), but the server would have to check if the navigation that is happening is allowed, and if so, would fire necessary events.
Depends. There are multiple ways to go about it depending on how frequently you want animations to play, and if you want specific montages to play or just a random chit chat animation to play every time the NPC says something.
If it’s the former, I’d suggest each node to have an enum chat_animation {Angry, Casual, Casual 2, Amused, etc}, and to have the UMG widget trigger that animation on the NPC every time a new NPC line is displayed. I can go into more detail about that if this is what you need.
And if you simply want to play a specific montage, try doing it through the event system that is described in tutorial #2.
Make sure something is connected to the NPCActor pin when spawning the dialogue widget:
https://i.gyazo./587b72f6c4d9ea97f50bb5357869b179.png
To answer your question, nodes such as “Get All Actors of Class”, “Spawn Actor from Class”, “Set Timer By Event”, etc have all been exposed to the plugin’s conditions/events system in the later versions of the plugin (rendering the tutorial slightly obsolete), so now you don’t have to interact with the environment through the PlayerController. It’s all possible right inside the condition/event logic.
Thanks for this excellent and powerful plugin. I picked it up the other day.
I have an NPC who is a main character. When you meet her, you’ll get one series of dialogue. When you speak to her again, it’ll be another. If you finish a quest, you’ll get another series, and so forth…
So, for multiple dialogues from a single NPC, which would you recommend?
- Putting all the dialogue text series’ into a single Dialogue object and having conditions control which get run?
- Put all dialogue text series’ into individual Dialogue objects, put them into an array or map, then have the NPC actor object have logic to control which gets run?
Also, would you mind elaborating on how the graph for the main widget is done so we can do our own? I know the documentation suggests duplicating, but I want to be able to understand how it’s constructed so I can go further.
Thanks again!
I would go for #2, but I never worked on an RPG with complex dialogues yet, so it’s basically a guess.
As for your second question, do you mean the UMG widget or the Slate graph where you write your dialogue? I’m going to assume the former, because this is what has to be duplicated.
So for the UMG widgets, there’s only 2 entry points.
- One is in the Event Construct in the DialogueWidget when it gets spawned.
- The other one happens in ReplyWidget when you select a reply - OnClicked (ButtonReply).
I would recommend placing a breakpoint on those two, then stepping in and seeing for yourself where the execution leads you. The widgets’ logic has comment blocks around them.
In short, the only cpp method that drives the whole process is **GetNextNodes(). **You start the dialogue by getting the first node (Dialogue -> Data[0]) and feeding it into GetNextNodes(). If it returns an NPC node, you display it, then feed it into GetNextNodes() again and display the PC replies. Once the PC reply has been selected by the player, you feed it into GetNextNodes() and the process repeats. Everything else around it is just UMG logic.
Hello,
Is there a way to track the updates of the plugin? we are using it in our SVN and currently working on 4.18.
It will be great if I could know if there were a bug fixes or new features rather then just support of 4.20 for example…
thanks!
Hey , question: Over a year ago we bought this and made some modifications (so that you don’t have to go into C++ to set up conditions, etc). Just wondering if you’ve made any major changes of your own in that time that we might be missing out on.
I just noticed that events aren’t firing on PC answers. Is this intentional?
Yea, conditions are now blueprint objects. Check out the events and conditions video.
Hi there. I just bought this project but for some reason, even when I enable show Plugin Folder in the editor, nothing show up so I cannot get access to the demo widget. Does anyone know what happen?
Are you using a MAC? I had the same issue with Quest Extension on my MAC. No fix known. It would install and show up in the plugin manager, but be a complete ghost in the editor. I’m just deving on a PC until this gets figured out.
Hi ,
This plugin has been fantastic and is doing mostly everything I need.
The question I have for you, is it possible to detect when the audio from a dialog selection has ended? I’m not sure where the audio source to bind to is here. It would be nice to use for conditions for when PC choices come up.
Hi. Going to answer both questions here: somewhere during the 4.18, a major update to the dialogue plugin was released that considerably improved conditions/events usability by moving their logic into blueprints.
Then another update was released that allowed using nodes in conditions/events that require World (find actors of class, set timer by event, etc), bypassing the need to do this through PlayerController for example.
The 4.19 version may have some changes for the gamepad functionality in the umg widgets (or not… sorry, I need to start writing it down somewhere), and a minor fix for the engine compatibility.
The only way to see what changes occurred between versions for you guys is to set up a git repository, download the plugin for 4.18, 4.19, etc and put different versions into the repository, making a commit each time. I would’ve gladly added you to my private repository, but Epic still doesn’t allow sellers to see who bought their assets, unfortunately, so there’s no way to verify who’s who. Thus, doing it manually on your end through version control is the only way.
No, but I think I already fixed this bug in previous updates. Are you using the latest version of the plugin and the latest engine version? If not, what version of the engine are you on?
Yep, just checked and I’ve got the same thing. Try also checking the “engine content” checkbox as well, it fixes it for me. If it doesn’t help, you can still copy the widgets from the plugin’s folder into your project manually, then follow the documentation on how to make the plugin use *them *instead of the stock version.
They’re in: Plugins\DialoguePlugin\Content\UI
Just copy them to anywhere into your project’s /Content/ folder or its subfolders.
Sorry, don’t understand exactly how you want to use sounds in conjunction with conditions.
Please give me a step-by-step example
As for delaying the NPC dialogue lines from showing while your main character’s audio is playing, it’s something I’m going to add in the 4.20 version. Someone asked how to do it in the widget, I showed them, and since it was already implemented, I decided to add it to the plugin. If this is what you’re asking about, here’s a hint on how to do it:
https://i.gyazo./cb194ea3af69bf281085c2b60ed9bb56.png
There’s no PlayPlayerReply event in the 4.19 version yet, and it’s a bit more complicated than just adding the stuff from this screenshot, because you also need to be able to skip the audio and the delay if you hit “continue” before it plays out, but it’s a start if you want to try implementing it yourself. Otherwise, it’ll be out in 4.20.
Can you add a node that will close the dialogue?
That sounds right, but I think I mean opposite from what you said? I just want to make sure I’m not mixing it up. The example we are trying to do is the NPC is playing a dialog audio in their node, and we don’t want the player choices for the response to appear until the audio is finished playing.
Thanks for the screenshot, that is super helpful to helps us think about it until the update. It sounds like the update is doing what we are wanting to do and are looking forward to it.
Thanks for reply.
Call “Remove From Parent” on the dialogue widget.
I recorded a short vid to answer that question.
https://youtube./watch?v=2QTLCGLNFEw
I didn’t even think of checking for a float variable related to the audio duration. Thank you so much for the short video reply.
I want to fire custom event in player controller thru dialog option, but i don’t get even a print string out. I am new to blueprints so I guess it’s something silly… What iam doing wrong?