Dialogue Plugin

Hello! I’ve been enjoying your Dialogue Plugin and the whole event system seems to be really flexible. One problem I have though is organizing big dialogues - is there a functionality to comment groups of nodes (like you do in blueprints or in behavior trees using C) or give them a specific color? It would help immensely.


Unable to link, chatgt3.5, why is that? I have already filled in my 3.5 API
It also uses APIs, and the chatgpt webpage can be accessed normally :confounded:

Is ChatGPT available in China? Because if not, then that would explain it.

Hey @CodeSpartan I was wondering, this setup could easily be re-utilized to also be used as a node system for quests with some adjustments.
It would need some coding work for sure, plus if someone already uses the dialogue node plugin in their project it would entail extra work.
Would you consider making a second plugin for quests in a similar fashion?

I’ll have to do quests for MMO Kit some time this year probably, so I’ll have to deal with a quest system anyway. I’m not sure I want to use Dialogue Plugin’s architecture, but I do want something node based.
It would need to have transition conditions, which would be best displayed as they are displayed in Unreal’s state machines. So I’ll probably use that as foundation.

as a QOL can we have a “new condition” and “new event” option within the dialogue plugin to save us the need to browse in and out of the window? :slight_smile:

I hate to be a thorn, but how does the gamepad compatibility work with choices?
I managed to set it up to focus on plain dialog but when choices pop up, I have to mouse over one to get a focus. It isn’t very intuitive and there isn’t any indication that something is being focused.

Any pointers?

Are you managing the input focus like in the documentation? Section 7.5

Interesting suggestion, thanks, I’ll see if it’s doable.

Hi there, is there a way for the player replies to only show up after the npc’s dialogue sound has concluded. Cheers

If you can modify the widget’s logic, you can do that. It’s not complicated, but I don’t think I have a guide for that.

So I figured out what went wrong and it’s nothing to do with you.
I added an animation on the choices with a custom boolean so that when it is selected/focused, it scales from 100 to 110%. When it goes beyond 100%, it overlaps other boxes causing the focus to ignore them and skips them.
The solution is to go the other way: 90->100% instead.
I did follow your instructions and they worked like a charm. This was the only point I was stuck.

thank you!

Hi @CodeSpartan ,

Not quite sure if this is a bug or I’m doing something daft.

The line height spacing for the NPC text box seems to change at a disproportionate amount to the rest of the scaling. If I make the game window say 50%, everything scales down correctly (UI placement, font size etc) and wraps at the right point, but the lines height will be more like 30% so the words overlap. Same when scaling the window up beyond the default. Window size could be 200% and the line spacing will be more like 300% while everything else is the correct 200% of the original.

I have set the line height scale to 1 to make sure it wasn’t multiplying in a strange way and the issue still persists.

Here is a screenshot showing the huge difference between windowed and fullscreen mode:

Is there anything I can do to resolve this?

Sorry, I don’t know. It’s a UMG question.

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No problem, I thought it was an issue with the plugin but I see now it’s been an issue with UMG for years.

Hello, I’m having issues packaging the project.

Due to the dialogue plugin being in my project, every time I try to package it it treats it as a code based project and fails.

I was wondering if you would have any idea how to fix this?

Would I need to add it to my project file?

Hi, I’m not sure how to reproduce your problem. It wouldn’t happen during a normal build with plugin in engine or in project, with a blueprint project or a cpp project. Also, the log is “lying” so to speak, because DialoguePlugin.Build.cs is already declaring a type that derives from ModuleRules, so it’s something else.
Also, contact me by discord or emails pls, it’s by pure luck that I checked the thread today.

make sure you don’t have the plugin both installed to engine and in your project’s plugins folder, it won’t build in that case

Ok so, I made a few additions, including a custom node type (connector node - with its own color) and organized the fields in different categories, showing different ones depending on whether is an NPC, PC or Connector node.

The only thing I’d like some help with is figuring out how I can add the following functionality:
Whenever I change the booleans “isPlayer” or “isConnector”, I want my selected node to refresh its shown fields.

Never did anything like that, wouldn’t know, sorry.

Hello, I am having a problem that might be hard to explain. I have a system in my game that allows the player to “draw” something to the screen by moving the mouse. This works fine, until I enter a dialogue and exit it. After the dialogue has been shown, the mouse keeps pushing back to the first place I click on the screen, like another piece of code is controlling it. I have been unable to find where in the widget or the c++ code this is being done. I also cannot see where it is changing the input mode when you enter a dialogue. Would you have any ideas on where I should look? Thank you. Other than that, this system is working great!