Dialogue Plugin

Each dialogue file (UDialogue found in Dialogue.h) has an array of nodes (FDialogueNode) and a few simple variables.

Each FDialogueNode (also found in Dialogue.h) is just a struct that has things like node id, text, etc.

So if you want to export a dialogue, you need to export the four UPROPERTIES that you have in UDialogue, and that’s it.

4.16 is up on the marketplace.

I am still getting the header include problem?
error.png

Thats so weird. Whats even weird is that such errors shouldn’t have been able to compile for and Epic because of the new format in 4.15. So it begs the question, why is that? @: I haven’t compiled this myself yet since Nvidia VXGI hasn’t been ported to 4.16 yet, but are the headers first in your source? Or did you disable IWYU bypassing these errors?

Don’t understand it either.

Just to clarify if any of these might be factor:

  1. I have shifted the plugin out of engine source to game project (as I had added custom code to extend it - but removed that for the upgrade)
  2. Am compiling on 4.16 (not 4.15)

I only brought up 4.15 because the problems you listed are because of the new IWYU system INTRODUCED in 4.15. This means, if its introduced in 4.15, it will still be a problem in 4.16. The issue won’t magically disappear because its not a bug, but it is a new programming rule.

Ok thanks. has nobody else had this problem in 4.15 after the new plugin update was released?

It looks like you’re trying to compile the 4.15 version on 4.16 engine. Just grab the 4.16 version.

I was using the 4.16 version… but seemed to have fixed it.

I was somehow using VS C++ compiler for VS2015 in my VS2017 install… and when I added the 2017 Compiler and removed the 2015 compiler the errors went away.

Thanks for your help.

Need help, new at unreal

Is this plugin for advanced users only? the tutorial and documentation does not show how to make dialogue appear in-game clearly, I’m new at unreal and I need some help with this plugin

I have bought the plugin and love it but i need some more help getting it implemented in a student game. I am still learning the programming side and need to know how you had it set up where the NPC talked to you. Please help me

The video shows how to make the dialogue appear in game, it’s just two nodes. But what you want to anchor it to, that’s up to you. If you want to click on an NPC to start the dialogue, you have to write the logic behind clicking on an NPC, which isn’t too complicated even for beginners, but it’s got nothing to do with the dialogue itself, we’re already in your game’s logic here.

If you bought the plugin and are having difficulties with that, tell me what type of game you have and what kind of “anchor” you’d like to have to start a dialogue, I’ll see if I can make a few screenshots of how you’re supposed to set it up.

Very happy to say that Iron Tower Studio went with Dialogue Editor Plugin for their next RPG: http://www.irontowerstudio./forum/index.php/topic,7471.0.html
I actually enjoyed their previous game Age of Decadence a lot and it had a very dialogue intensive gameplay with heavy choice & consequence. Very excited to contribute to their next game.

They found an interesting way to improve the plugin as you can see on their screenshots. It’s pretty cool.

I am thinking about purchasing this plugin but first I have a few questions I would like answered if that is okay.

  1. Is it possible for me to customise the provided widgets and/or add some kind of condition as in the tutorials you have provided so that I could display an NPC’s image in the dialogue widget, and thus select a different image for each NPC that can be spoken to?
  2. How easy is it to set up a way to activate either Animation Montages or camera switches when a choice of dialogue is chosen by the player, then switch back to the dialogue widget to continue the dialogue? So for example I’m talking to John, and John points to a gate
    , the animation/event would happen, the dialogue box then vanishes for a moment while this scene plays, then the camera switches back to john and the dialogue continues?
  3. Is a typewriter like effect possible?
    4.How would I set it up so that a certain piece of dialogue triggers a Boolean elsewhere?
    And finally. 5. How easy is it to format the text through the dialogue editor to colour only certain parts of a text? Like keywords would be in red.
    And help would be great. Thanks. This plugin looks very promising and maybe what I need for my project.

I will buy, but i hopes work with custom animation in individual node, i see Anim montage but i don’t know if works. I use Iclone to do lip sync so i really want buy this Dialogue Plugin

Hi Luciano… I use iclone for lipsync and use this plugin … works fine. Its easy to add an animsequence to the node snd use that instead of a montage… just add a variable to the C++ header/class…

Hey I have just bought this plugin. I need some help. How would I set it up so that I could create an event that when triggered in dialogue could activate a completely artbitary bool elsewhere in another blueprint?

  • the plugin throws a lot of warnings when compiling in visual studio - any chance for a code refresh - they look like compatibility warnings generally.

EDIT: See below post.


UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2275: 'UObject': illegal use of this type as an expression
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'Z_Param_Object': undeclared identifier
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C3861: 'P_GET_OBJECT': identifier not found
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2275: 'UStrProperty': illegal use of this type as an expression
UnrealBuildTool: f:\ue4-15\unrealengine\engine\source\runtime\core\public\UObject/UObjectHierarchyFwd.h(31): note: see declaration of 'UStrProperty'
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'Z_Param_FunctionName': undeclared identifier
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C3861: 'P_GET_PROPERTY': identifier not found
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'P_FINISH': undeclared identifier
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'P_NATIVE_BEGIN': undeclared identifier
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'P_NATIVE_END': undeclared identifier
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2275: 'FDialogueNode': illegal use of this type as an expression
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(83): note: see declaration of 'FDialogueNode'
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'Z_Param_Node': undeclared identifier
UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C3861: 'P_GET_STRUCT': identifier not found
UnrealBuildTool: DialoguePlugin.generated.cpp


@: Well f*ck me. Wish I packaged this game when it supposedly got working. Everything works, compiles fine in VS source engine, editors runs well, but the above errors are preventing me from packaging at a very critical time. These errors only come up when you package and if you tinker with VS a certain way, the errors will pop up there too. Well this sucks. I guess i’m not getting paid for another month. This plugin has been EXTREMELY problematic despite being great. (Yes, I’ve tried a fresh copy of the plugin and compiled its source, both from 4.16 and 4.15. They randomly throw these errors when you package. I’ve tried shipping mode and development.

EDIT: Well…I’m so glad I dug deeper. I knew it had to be an include issue. I added #include “ScriptMacros.h” to Dialogue.h below the DataAsset include. Fixed everything. lol

Did no one else package a game before this? I’m relieved now. I can now get paid! I’m in love with all the problems 4.15 caused to programmers and developers. lol