Thanks for pointing it out. Actually, not only Chinese couldn’t be displayed, but also Arabic, Korean, Japanese, etc.
I’ve fixed it for the 4.24 version, expect to see an update as soon as the marketplace team uploads it.
Thanks for pointing it out. Actually, not only Chinese couldn’t be displayed, but also Arabic, Korean, Japanese, etc.
I’ve fixed it for the 4.24 version, expect to see an update as soon as the marketplace team uploads it.
I have another quesition, does this plugin suport mobile platform?
Hi I need help with a simple setup. After finishing the conversation and re-entering it, NPC greets me in a different way and has other dialogue options. For example for the first time he says “hello” and for the second time “welcome again”. Should I use dialog events or conditions or meaby both?
I have a feeling you could use an event to replace the dialogue with a new one after it’s completed. When I get a chance to look into implementing this myself I’ll be sure to post a solution. Probably look into it tomorrow evening.
Had a couple questions.
I recorded a video of myself doing it today. It’s unedited, and I’m doing it for the first time, so I get a few things wrong at first and then have to go back and correct them, and as a result it’s an hour long. But I try to explain my thought process and if you’re new to unreal, I think it could be somewhat educational. Anyway, the purpose is to explain how to do a certain feature, and the video achieves that. Here: https://www.youtube./watch?v=dpxErm–dvE
Understandable. There are a handful of features that would really take this plugin over the edge but I get that you only have so much time you can invest.
There is a big need in adding object blueprints or other custom types of structures to every node (NPC and Player), so we can transit non-default data to widget. Are there any ways to do that?
Sure. Paragraph 6.8 of the documentation: “Adding more variables to nodes”
https://docs.google./document/d/1…h.fgr6t5wr646j
Hi, I want to ask a question about this plugin.
The plugin is fantastic, but I was wondering how can I add some classes in my CPP, for example, I want to add the class Dialogue.h in one of my Actor C++ classes.
I copied the plugin on the folder Plugins in my project, but I don’t know how to access the classes on the plugin.
Thanks in advance
Just add “DialoguePlugin” to the PublicDependancyModuleNames in your project’s .Build.cs file.
Then a simple
#include "Dialogue.h"
will do.
Just finished working on integrating rich text into the default widgets and writing documentation.
When 4.25 comes out, the plugin will come out with rich text and some 3 example styles. If you don’t want to use rich text, nothing will change for you, the default widgets will still look exactly the same (but they’ll be slightly different under the hood).
I’m working on some basic comments functionality for 4.26 (or sooner).
Just bubble comments for now, not graph comments. Graph comments are much more complicated.
https://i.gyazo./6aafab2609eb664d8f38b4b727b3340a.png
4.25 is live, restart Epic launcher to get it. Be sure to use new documentation.
Great plugin really useful, I’m looking into the possibility of adding support for WWise audio events do you know what might be involved?
A small bug :
The Gather Text from localization Dashboard find the word “Start”
I write the dialogues in google Docs, so you can work anywhere.
I don’t pass it to the plugin until I’m sure the dialog works fine and has no misspellings.
For the translation service I use levelup and they agreed to work in the .po without problems.
Quick question: How would I go about adding a delay to the remove widget function in toNPCreply? I’m trying to add film bars that disappear with an animation when the conversation is over, as it stands right now the widget disappears before the animation is finished playing.
Well, sorry for negative rating. But text cannot be selected from string tables for dialogue boxes, string tables can be used only for names. Also “start” node text is being gathered by localization which might not be. Any possibilities to fix that? Thank you