Hi, I have a problem with selecting Actor Objects Referances in a dialogue event that I created. I made a simple ‘Master Quest’ actor then created child actors of him and placed them in the level. I created a dialogue event that adds Quest (child of Master Quest) to Quest Log (Actor type). In the dialogue window after selecting the created event I can see the child actors (quests) in a drop down list however I am unable to select them, pressing on them does not work. Any ideas how to solve this ?
Not sure if this has been answered somewhere else before:
Is it possible to bind the text? In that, it picks a text from a data table (to swap between different languages)
Hi, when I click to the replies with the mouse cursor it freezes up and nothing works.
If I select the reply with keyboard arrows and set it so enter responds then it will work…
What do I need to do to get the mouse cursor to trigger the buttons?
Not a good idea to try and reference objects in the level.
Reference their class instead and then find the objects of this class in level on runtime. If you have multiple instances of the same class and need a better way to differentiate between them, use the tags system as well.
It depends entirely on how your game presents the speaker.
So if we’re talking about a game like Pillars of Eternity, the way to have a different speaker is to simply put a dialogue event on a node when someone else is speaking. The event would have to do the following:
Change the name of the speaker in the widget
Change the portrait (if one is available)
Move the camera over to the NPC in question
As you can see, all of that is strongly game-dependent, so it’s not “part of the plugin” per se, but the dialogue events system (see second video tutorial) easily supports this. You can do this with this plugin rather easily. Once you’ve created this “dialogue event”, you can reuse it to switch between characters at will.
I just wanted to say thank you so much for this plugin. Very useful and easy to use. For anyone interested I did a twitch stream on this - working on adding conditions and events -
Submitted an update, it should be processed soon (usually takes a couple of days).
When it goes live, new in 4.22:
Fixed a crash related to using delays in conditions/events.
VarStrings. Please read the documentation to learn more about them. They’re very easy to use. There’s a 2 minute video tutorial, or text explanations.
In short, it’s a system that allows you to type something like %charname% in your dialogue, and then to easily substitute it with any runtime information, like your character’s name in this example.
It’s been discussed in this thread a couple of times, but it will require some blueprints knowledge. I’ll probably end up recording a tutorial about that.
Any ideas to remove temporary dialogue widget? i have problem during level sequence, i see button on screen when levelsequence is in play, at the end of sequence i want to see the rest of dialogue, and I need to remove next button in my dialogue, anyone can help me?
Hi and all dialogue plugin users. I really enjoy the plugin and playing around with it. I know this is on my side, not plugin, but… I want to clarify it is possible, because my blueprint / code knowledge is still bit limited…sorry if my questions are too simplistic.
What would be the best way to implement this functionality, I suppose it should be possible with conditions and node IDs:
When Question (A) is once visited, next time I would like to show Question (B) and hide Question (A)
Show Question (C) only if player have specific items in the inventory (this part I have almost done) + player asked Question (A)
when Question (C) is visible, Question (B) is hidden
I am not precisely sure how to achieve the hiding and showing specific nodes based on their IDs. But should be probably possible with creating struct of visited nodes and based on that hiding and showing specific nodes.
Do not mind the text in nodes here, but what if I want to show node (E) only after node (D) was visited? (referring to another part / level of dialog hierarchy tree)
Do I need to add some custom made parameter in c++ to nodes to be able to identify what ever the node anywhere in the hierarchy? Would it be easiest way how to query / access the individual nodes?
Hope it is clear what I would like to do. I plan to try it bit more tomorrow, but I am interested if there is more then one solutions to this and what would be the best way to do it also in mater of reusability for other dialogues / similar situations.
Good day, so i have started from the beginning of this forum to try to find some referent to how i can only show the question to the npc one time, so when i get back to ask my second question the question you ask before is not disabled anymore ? any help on this. Thanks
I did all of this and that works great, but in the question for. Then, Originally posted by **Glabrezu about **save your reply here, so you avoid saving the dialogue ending nodes in your history: at the Close Dialog Branch save player replay history ? can you help on that ?