Hi, first thank for you amazing plugin, and your support. Second forget my English.
I already implement my custom camera system to work with this dialogue plugin, a dialogue event that trigger a function within an actor component with a “Set View Camera with Blend” call. But have a very simple problem, I will explain it in detail because the more data you have, easier for you to understand it.
Following the documentation, I had duplicate and edit both “DemoDialogueWidget” and “DemoReplyWidget” to fit my project. In the case of the reply widget, I added a simple image before the text, and I set it to collapsed by default. And, I wanted to show that image in case that the answer has a specific quest, item, etc.
Now, If I understood correctly, events are triggered after you pass the current node, and conditions are checked when you arrive to a certain node, or something like that. And what I think that I need is to, modify “DemoReplyWidget” before is created.
That means JUST AFTER the dialogue tree arrive to that node.
The function “Is condition Met for node” is written in c++ and I prefer not to mess with the plugin code, not only because it will be updated regularly and that means that I will have to redone everything, but also because I’m not a programmer.
So, please correct me if I’m wrong, I need to create an event, in the previous node of a branching conversation, that change something in the NEXT “DemoReplyWidget” that will be created, and only if a certain condition is meet. Right?
So, to that end, I opened “DemoDialogueWidget” and went to that part, specifically, in the custom event “DisplayReplies” after “DemoReplyWidget” and before is added to the vertical box (Player VBox) and added my custom function “CheckIfHasIcon” there.
So… the flow would be like that: For each node that are about to be created you check conditions, if they are true, you spawn a “DemoReplyWidget” for each one of them.
And then my “custom function” will also check if the node has an icon, and edit “DemoReplyWidget” before is loaded in the “Player VBox”
My specific problem is, that I cannot access nodes that are not “reached” yet…
I cannot find out how, an event in a given node to check the “condition” of the next node(let’s suppose a simple True or False Boolean in the condition), so I can pass that variable from the “node with the condition” to the previous node (the one with the event)
I dug into the problem for two days without a solution, so, I’m asking know, to anyone who could oriented me with the problem, the approach or wherever is wrong on it.
Again, thanks for the plugin, is amazing.
I’m sharing a video to show you my current progress
https://www.youtube./watch?v=aH6d7EY1X4k