I couldn’t reproduce the problem in a clean project by creating the same dialogue that you have. Are you trying it in an empty project as well? Could you upload your project to google drive and send it to me by mail (it’s on my seller’s page on the marketplace)? I’d like to have a look at it, if you don’t mind.
Hey .
Great Plugin.
Im trying to be able to link multiple dialogue text assets together using events. For example NPC says hello. You ask for help and some NPC’s can help others can’t. I dont want to use conditions for this because I want to be able to reach this dialogue from other dialogs so to avoid repetition id like to be able to fire off an event. Any idea how to do this
EDIT: essentially I want to be able to define a variable to pass into the dialogue event
[USER=“1210893”][/USER]
I’d add simple system called “fact database”. It’s list of pairs where key is string or gameplay tag. Value could be anything you like: boolean, integer, float.
Example: KingFoltest_Met = true.
This list has to be stored globally, game instance is great place because it persist through entire game.
To hook it up with dialogues, you would need to add new variable with the name of the fact. And add this fact to database after given dialogue line has been played.
Yes, it would require to add few lines of code in C++, it’s super simple. Although I’m not sure if you’re familiar with C++ programming…
Not sure if this is directed towards my problem but thanks for the idea of a fact database. Don’t know why I didn’t think of that.
As for my initial question thats been solved. Theres a drop down arrow next to the event name in a dialog asset where you can set values for variables that i didnt notice
Is there something in it like a time out. That after the time has run out that the dialogue just advances forward?
Yeah it’s a blank project. I should be able to send you an email about it soon!
There isn’t, but it wouldn’t be difficult to implement. How comfortable are you in blueprints, and what would be the default response selected by the player?
I can give you pointers on how to do that.
Hi, great plugin
I’m having problems with the gamepad support, even on the sample project.
For some reason, the “On Key Down” function on DemoDialogueWidget is not firing, not even when keyboard, this might be not directly related to your plugin, but I can’t make it work, I think it’s something related to the widget focus.
Appreciate some help. Thank you.
Edit: Using Unreal 4.20.3, with the dialogue plugin version from the store.
Ok, Solved it. Added a “Set keyboard focus” node referencing the “Player VBox” variable in the DialogueWidget constructor and that did the trick.
If you know a better way please tell, for now it worked.
Hey a little help here. So the conversation conditions nodes are ran only once and the instant the nodes are shown. Is there any way to manually call for condition any time during branch node is displayed?
To put it simply, is there any way I can call an event that will check for the respective condition of the node when I want to?
Hey Code Spartan! Thanks for this awesome Plugin!
I’m messing around with it, and was wondering if there was a “close dialogue” event or something like that? Or is it better to just simply lead to an end node?
Also, when the dialogue closes, my controller / character can no longer look around without holding the mouse down. How would I go about fixing that?
Thanks in advance!
Hi ! Thanks for the plugin!
I am using Unreal 4.21. My Unreal crashes when the execution reaches the dialogue node with an event.
For example,
I have added a small DialogueEvent in your “DialogueVrDemo” project. I have added 2 images to show where I have added the event and the logic of the event. Unreal crashes whenever I reply with Answer #1.
Can you please help?
Thanks!
Hello Sir, I just installed the plugin only in my engine version 4.21 now every project I open with this version freezes after a few seconds, any ideia what could be? There’s someone else experiencing this kind of problem? It happens even if I open a blank project in 4.21 but it does not happen when I open any project of other versions that I did not install the plugin
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It’s not difficult to make a “close dialogue” event. Its logic should find the dialogue widget (you need to save a reference to it when you open it) and call a “remove from parent” node on it.
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It’s a question of restoring focus to game after you quit the dialogue. Add these two nodes:
https://i.gyazo./b942b5bf1cc302e00009fe4fad8fc428.png
Does removing the plugin solve the issue? Are you on mac/linux by any chance? One other person reported something similar, although I’m having difficulties understanding how such behavior could be caused by installing this plugin. Did you install anything else recently? Can you replicate the behavior on a clean machine with a clean engine, by only installing this plugin?
Found the issue. It wasn’t with the plugin, but with the demo project. Please delete old project and redownload new one, I just uploaded a fix. Thanks for the report.
I am unable to install the plugin on 4.21 how can I do that?
You’re in Epic Launcher and you’re trying to install it to engine and something fails? Can you describe how exactly?
Great plugin!
I’m just learning just now, hopefully someone else may offer a more comprehensive answer but Your NPC needs a trigger volume which can been added in the NPCs Viewport. When the player enters the trigger volume you enable input and disable it when they leave it. Instead of P you can use G (right click in the graph and type keyboard g). If you google how to use trigger volumes, you’ll get plenty of great tutorials showing you how.