Hi, im trying to follow the documentation to duplicate the dialogue widget’s but im getting this error.
Also, is there anyway to have more than just the player speaker and another one? I wanted to have multiple npc’s talking, but i only see options to add one npc name on each dialogue other than being able to put different names.
It can be done, but the way to do it really depends on your game. For example, if you want the camera to slide over to some other NPC, this can be done through the event system described in the second tutorial video.
If you want to change the name of the NPC that you’re displaying, this can be done in multiple ways. Again, event system can achieve that. Or you can add speaker field to every node. Or it can be a reference to an NPC and retrieve name, portrait, NPC position for camera from there. There are many ways to go about it and they all depend on the frequency of multiple speaker occurences and on your game behavior when the speaker changes.
TL;DR: If you don’t know C++, I suggest the event system (explained in the second tutorial video), because it’s entirely in blueprints and easy to use.
thanks for the reply , sadly i’m still not able to fix the error. In the step “doubleclick on the MouseSelectReply method to go to its definition in the OverriddenDemoDialogueWidget.:: i cannot change “WidgetThatWantsSelection” to overriden demo reply”(i searched for it, looked into all nodes, that one doesnt show up in the list.
ok I guess its not “overriden demo reply” but, “myDialog reply”(im assuming you had 2 tutorials going on?) , but im still getting a lot of errors. When Im castint to “MyDemoReply_Widget” the blue output doesnt link to simulate click nor simulate hover targets(object reference is not compatible with demo reply widget object reference (also i am guessing i need to change all the castings from demoreply to "my demoreply)
I’ve decided to add the video as an alternative to text in the documentation, because seeing it being done must be easier to replicate for people new to blueprints.
I’ve also updated the documentation with much more precise instructions.
Here’s the video (make sure to watch it in fullscreen in 1080p): https://youtube./watch?v=XlhqNrVBjHE
thank you, this is awesome! I was Almost able to make it work 100%. Everything works, no errors, but when i try to play, i cannot select or hover any replies using the mouse. I double checked and i did the simulate next clicked and hovered correctly for both branches, so im not sure what couldve failed here. On my reply widget everything is the same as well. If in project settings i turn on "use mouse for touch " it works(but the rest of the game doesnt, not to mention i dont want to play as a phone) ,so im not sure whats going on.
Also, I couldn’t get the gamepad to work with the replies either. I checked the documentation and everything seemed already set up as in the documents.(i also noticed “on key up” its not connected execution pin to sequence(is this intended).
If you could do a video tutorial on how to set up the dialogue to be used with the gamepad would be amazing!
Gamepad is already set up, it’s some remnant code that’s not connected, because it can be used to make fallout-4 style functionality where you always have 4 replies, and you select one with gamepad face buttons. But scrolling through replies with the D-pad works.
I’m not sure what’s causing issues in your project, can you upload it to google drive and send it to me? Or if for some reason you don’t want to share your project, simply reproduce the problem in a clean project and send that instead. My email is on my marketplace seller’s page (don’t want to re-post it too often, afraid spambots might find it). Just send it to me and I’ll have a quick look.
I also had issues with the gamepad working, you need to add “Set Keyboard Focus” to the end of your MyDialogueWidget. I added it to the end of the section commented as “Display Npc Node”.
Also I wanted to use the thumbstick to select the answers instead of the D-pad. To do that, swap the “is == Gamepad D-pad Up” with “is == Gamepad Left Thumbstick Up” in the “OnKeyDown” (Under Functions>Input in MyDialogueWidget)
What I want to fix next is if you hold down the gamepad button too long, to select an answer, it will select the next highlighted answer in the sequence immediately after. Test it by selecting any reply with a follow up reply and just keep the button held down.
Hello . Bought it this week and I have a doubt. Is there a way of entering info as a variable to be shown in the dialogue, or only in future versions? And great work by the way!
You mean like “Hello, %charname%”? No, I received this suggestion recently and thought it was a pretty interesting one, but it’s never been implemented. It’s a neat little feature, I’ll think about a good way of adding it in a game agnostic way. Or maybe I’ll just make a short video of how to add it, because in my mind, this kind of stuff could touch GameInstance or some other general purpose classes, and I can’t do this, because it’s been my goal to make the Dialogue Plugin as game agnostic and modular as possible. But I hear you, it’s a good feature and it’s now on my to do list, thanks for reminding me.