Dialogue System

Hii! i have another litle problem, i make all tutorial another time and all go correctly, but the question slot no, look this Images.0dad902600eabba360dfa1a66526db2d7be3b635.jpeg3d040d8bd4bf5ad9ed2fe449be2ee8875334d60d.jpeg31742843b0ebbfd6cabbf27c41ce980e87df657a.jpeg

Hello!
It seems like your QuestionSlot name is not like in BehaviorTree. In BehaviorTree QuestionSlot’s name is “QuestionsSlot” by default:) plural.

I HAVE one question. What would be needed to break the system?

I have a very advanced save system in my project and after i load the save file all npcs stop talking.
It literally works if i dont load anything, but after a load npcs break.

I managed to unplug the complete last bot system wich seems to not make any difference.
I checked if the behavior tree is the right one, and if the variables are the same.
I just dont get it… what could have happened?

U save my day! :stuck_out_tongue: thanks and hugs!

hello artemarvin, im trying to see whats the best way to trigger an event so i assume i can do it with a task before or after show phrases in the dialogue tree? or am i reading into that wrong? thanks for a great system, never thought about using behavior trees so much simpler than my **** blueprint and spaghetti lines lol

EDIT: NVM i overcomplicated things lol im good

UI Change up

I will ask this, since the questions are generated via Behavior trees, how can i structure the answers like the pics below as much as i love UMG im still new at it:

mass-effect-3-gameplay-2.jpg

ok ok maybe Mass effect is overkill for a free product but it would be nice to lean how to do with UMG lol… fallout 4 structure is more my speed if thats not to much reworking …please let me know if you have any idea where to start!

Note that this script messes with your player controller’s input mode.
The script sets it to either UIOnly or GameAndUI and forgets to set it back to GameOnly.

Hello!
CloseDialogue node sets input mode to GameOnly. You should use it in the end of dialogue.

It didn’t for me - had to call it manually before CloseDialogue node.

I downloaded v1.5 for 4.10 from your site today. I placed in Engine/Plugins but it would not build? Luckily, I backtracked the thread here and found post #155 was my exact issue I encountered and you provided fix in #156.

So for anyone else downloading v1.5 it will not build properly until you download the updated BTDialogueTypes.h and replace in the path provided in post #156.

Looking forward to diving in next week. Thanks!

Exist the way to hide Clicked questions?

Hi , I included your system in a bot with other AI components and it works like a charm. The only thing I don’t get to work are the animations. I’m using mixamo characters and animations at the moment. Hope that’s not an issue? I can play the animation-asset with the simple “play animation” task that comes from UnrealEngine, so the animation-asset should be fine.

I believe I followed all steps:
01_2016-03-08 21_50_36-AIGuardBlackboard.png

03_2016-03-08 21_54_11-AIDialogueGuardBT_.png

04_2016-03-08 21_55_35-AIDialogueGuardBT_.png

Hello!
To play animation you should create slot and blend nodes in anim graph [video]Dialogue System v1.4 New Features Tutorial - YouTube

I have a good suggestion for the next update: if you could adjust the visibility of the “show phrases”, that dialogues would much more complex and realistic :). Like (question 1) and 1 of 5 possible phrases to Answer…

Can this be used to make dialog loops? Like one option that leads back to the previous node/beginning of conversation? I don’t know must about behavior trees and didn’t had the time to play around with this but I am definitly interested.

This plugin is not compatible with 4.11

Yee. Pls update for 4.11 pls :slight_smile:

OK, I got it working.
Open
<Plugin Location>/Source/DialogueSystem/Classes/BTTask_WaitAnswer.h

And add
#include “TextWidgetTypes.h”

to the list of #include statements.

This is great! Thank you so much artemavrin! I was wondering if the original voice asset zip was still available. Is it??

Look at this pls.

You have a very tough opponent now for the very first time.

I would actually like a simple system like that, and im thinking of changing seats :c
Can you maybe level your plugin up so that it is as easy as there shown?

I would like to have the dialogvisiblity been attached to a table of bools, like in that new plugin.
So you can just choose what bool needs to be there to make branch visible.