Dialogue Plugin

“Remove from parent” destroys the widget and frees up memory. The “parent” in this case is the screen itself.

Yes, but do I need to destroy the widget if the PC ends the dialogue, or only when the NPC ends the dialogue?

When PC ends the dialogue, the widget gets destroyed automatically.

Hi can you possibly explain how you get the Gamepad Left analog stick to work with this plugin? I can’t seem to put together how to. I know you said a event tick but I tried a few ways but can only get d-pad to work. Any advice would be greatly appreciated.

This is how you get thumbstick input on any actor that can receive input, for example on your player controller:


Also in player controller, create a dispatcher event with a float param and call it every frame on Tick whenever the value isn’t zero.

In your dialogue widget, subscribe to player controller’s dispatched event in OnInitialize.
On “Destruct” event, unsubscribe from it.

In your event that catches the float value in the dialogue widget, sum it up until a certain value is achieved. When it is, execute the logic that you see in OnKeyDown where it selects the next dialogue option either up or down.

Let me know how it goes or if you get stuck on anything.

Hello,

Someone probably asked this already, but I’d like to show several NPC replies in a row, without the player replying anything in specific (but having to press the Continue action to go to the next reply).
If I just add an NPC reply to the previous NPC reply, the Dialogue Widget will think that there are no more replies and end the dialogue there, because the Player Reply is the same.

Sorry, I don’t understand. If you place an NPC reply after an NPC reply, why would the widget think that the dialogue ended? It would do exactly what you’re looking for: display line 1 and a continue button. After you click “continue”, it will go to line 2. Etc.
What do you mean by “Player Reply is the same”? There is no player reply in this scenario, it’s just an NPC node after an NPC node, after an NPC node.

I modified the logic of the Dialogue Widget slightly, to comply with my plugin, maybe I broke something in the process.
I’ll double-check.

can someone confirm if the typewriter effect is working on 5.1? I followed the video tutorial, but text instantly appears no matter what i put in the timer. I had been able to get it running on 4.27 with no problem and i double checked my code there and it the same. Not sure why it’s not working for me on 5.1.

I just tested it, couldn’t find any problems.

Dear Mr.
Would be it possible to have a private 1o1 session with you regarding this plugin?
If there is a price attached, we can talk about it!
Regards Me!

Hey. I’m available on Discord for a quick back and forth communication.
I don’t do calls, I’m afraid.

Hi,

Love the plugin but having an issue. When i spawn the widget it isnt grabbing my gamepad input until I use the mouse first. I presumed it was a focus issue but ive followed the steps in the FAQ (setting input mode etc) and it still doesn’t work as intended.

Please help?

Hey. Please post your bp code where you set your input mode.


Hey, love the plugin!

Just doing some testing and noticed this error when using PIE (Play in Editor). Can’t see obvious functionality that’s affected… Are you aware of this? I attempt to keep a zero-error project (even if the error doesn’t do anything) so any fix I can apply directly to my plugin code would be great :slight_smile:

Is there a GitHub you would like me to open an issue under?

Thanks, I’ll have it fixed in ue5.2. These aren’t errors, as you’ve guessed.

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Hello!
I would like to buy this plugin but I was curious about how easy it is to integrate with other templates. I’m currently using the Life Sim Template from the marketplace but I would like to replace it’s dialogue system with something more in depth.
Thanks!

I’m not familiar with the template you’re referring to. The plugin is genre agnostic and can make calls to anything in your project for dialogue events and conditions (branching). If you’re relying heavily on that template and are novice at blueprints, then I suppose it’d be best to ask the author of that template how difficult it would be for a novice to replace the template’s dialogue system with anything else, because it may depend on how modular that template is.

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Hello ,

I have a dialogue heavy game and write everything in a google document. I’m making a utility widget that can take dialogue copy and pasted from a Google doc, and format it into a code that is directly pasteable into a dialogue graph. Basically it auto creates my nodes and saves me time. The basic tests work just fine but when I copy and paste a node with events, I cant see what code is being generated for events! It just doesn’t show up. Do you have an example I could see for the formatting? Or tell me a way I can see how its formatted so I can preformat events and conditions for my node helper system?

If I get it working I will share it here encase anyone else wants to use it. Thank you.

Any news on an update for 5.2?