Hey, me and my team already have a dialogue system already implemented… were only interested in using the part that allows you to make a conversation flow thru nodes… Is it possible (even with some extra work) to make the node editor in this plug in with our own system??? Were in Final Project at our college and while we cant use other peoples code for full on systems to make the game we are allowed to use plug-ins to help us create content.
Considering the amount of work it would involve and the fact that it’s for a college project, it’s not something I’d recommend. I suggest you keep your existing system.
Hi. I asked this on Marketplace plugin page, but maybe someone can answer here sooner:
“Source files included”: does this mean I can alter the editor itself to fit my needs? Or even the dialogue mechanics itself (adding cutscene nodes, for example, or other custom nodes I can implement)? I.e. is everything truly available for modifications via the source code, or something is pre-compiled? We can’t afford to hit a dead end sometimes during development, so full source code access is a #1 factor for me (which was also a primary argument in “UE vs Unity” choice).
The current conditions system doesn’t look too practical to me. We have so many kinds of various checks that listing them all in a column, one by one, won’t really work for us. Can it be changed so it works like events system, i.e. executing some blueprint function that returns bool and that can contain any amount of checks inside? This is not feature request, just asking if it’s possible to do.
Full source code is included. You can modify the editor itself, add any types of custom nodes, and everything else.
You mean like you typing “CanReceiveCoronationQuest” in the dialogue editor, and then going to blueprints and checking for various things to make sure the player is allowed to get the “coronation quest”? Sure, it’s possible.
I’m having some problems with the plugin. First of all, all the widget content isn’t there. Second, when I click on npc text, its answer overlaps the last
set of text.
Hi! Could you post screenshots of your issues please? I don’t understand what exactly is happening there. Also, did you happen to modify anything or did those things just occur when you first installed the plugin?
Can s1 help me a bit? If it’s possible to show a screenshot of how you set up a topdown character to interact with NPC I will apreciate it. I ve failed my attempt
I just bought this, and it looks like it will work well. When I compile, I do so in a VR environment, and need to know how to get that supported. For example, in my demo, when the play hits a trigger box, the conversation is started. However, the text is showing up in the middle of the screen, and does work in the VR world. How can I get it to split onto the two screens? Notice how “Hello world. how are you.” is right in the middle.
Oops, sorry for spreading misinformation. Thanks for the info.
I’ll try to include the VR dialogue widget in the next version. For now, here’s how you can do it:
Copy the DemoDialogueWidget and DemoReplyWidget into the project from the plugin folder. Do it by performing all steps in Documentation: 3.1 Duplicating the demo widget. For the purpose of this how-to, let’s call them VRDialogueWidget and VRReplyWidget.
I’ll assume you’re working in First Person Template project for this how-to. Perform the first 6 steps of this guide.
Create a Blueprint Class (inherited from Actor) called VRDialogueActor. Add a Widget component as per steps 17 and 18 of this guide. Make sure the Widget Class is set to VRDialogueWidget. Check “draw at desired size”. Set widget’s transform to 0, 0, 110.
Go into the Event Graph of your VRDialogueActor and make it so that it always faces your character. An example of how you can do it.
In your newly created VRDialogueWidget, add a variable called ParentActor, make it a reference to class VRDialogueActor, like this.
Now all that remains is to spawn your VRDialogueActor in front of your character when you want to start a dialogue. This is an example of how you can do it in the FirstPersonCharacter blueprint.
I’ll try to include all of those files into the next version so you don’t have to do all that yourself.
Hello,
Random question,
Would this dialogue support [with some tweeks?] a quest system? As simple as interacting with the NPC as it does now, but accepting a quest and maybe doing “X” activity to complete it and go to the same NPC or other NPC to complete it, giving a reward?
Thanks!
PS: welcome back CS, hope you solved everything you were dealing with
Nice plugin! Looks awesome!
I have a question: does this plugin works on Mac? I’m using a MacBook Pro to do a simple 3D side scroller, and all I need is a dialogue plugin to work on some simple conversations.