We have to compile plugin just for each major version of engine. 4.9, 4.10, 4.11 and so on.
I run project with plugin on 4.11.1 without any errors.
oh, wait, I think I found a problem) Iām trying to solve it now:)
OK, solved it:) just download plugin again. Forgot about editorās dll:D Thank you:p
Team work! Sort of. I thought I was going crazy. Glad you found the issue, works perfectly now.
Now Iām all set for a full migration to 4.11. Thanks Art.
Hello, friends!
Just finished work on new feature: bind question visibility to bool variables.
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We able to create special blueprint class (inherit from ADialogueSettings class) with some variables, wich we can change and save during the game:
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In Question node we able to set Dialogue settings(we created it early) and variable that will controls questionās visibility:
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Also we able to hide question after select automatically. This function will work if we bind visibility to variable.
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And bonus - phrase fills full width:
These changes will be in the new version. Just wanted to share with you:)
Added checking for plugin updates. Notification will popup on Editor startup.
New version with these features will be soon:)
Hi Arte, was using today, and thought I could chime in with some ideas to take your dialogue system further:
- Dialogue System should allow you to click to skip dialogue text or animation with mouse click or key option via Details. (Example: Some games have long conversations, and the player may have already heard what the NPC has to say and would like to skip, or maybe an animation is too long.)
- Question Groups should also allow parameters such as show image or animation - same as Phrases do currently. (Example: You would like the player character to have an image or voice with wave files.)
- Allow option to continue Sound Cues in background, or skip when clicked, or āwait for endā. For instance, the NPC says some revelation, the music and mood should change to reflect this new information. Currently, you can change the file via Sequence, but what ends up happening is if you set another song to play during a conversation it plays both of them. This would be much more convenient on the details section as a public setting.
Perhaps some of these can already be done, but it is not obvious to me.
im trying to use this in topdown project, works fine but when i close dialogue also disappears crosshair, where can i fix it?
Looks like that in order to use two behaviour trees - one for the dialogue system and the other for the rest of AI actions they must share the same blackboard.
That kinda sucks, because I want two characters to share the same behaviour tree for their generic behaviour and each of them must have completely different dialogue.
Both workarounds - copying behaviour trees and creating two ai controllers per character (one for generic behaviour, and another one for dialogues) are not pretty.
Change the payer controllerās input mode back to āGameAndUIā
ok, but where?
i tried to add it to ābtt_closedialogueā but nothing happend
By default run your AI behavior tree. And when you need to start dialogue in that behavior tree try to use node āRun Behaviorā - your dialogue with his own blackbord data.
In btt_closedialogue GetPlayerController - Set Show mouse cursor to true
Hello!
- We can skip phrases and sounds. Look at https://www.youtube.com/watch?v=RkkKSl-PxS0 Iāll think about skipping animations.
- Question groups donāt show any phrases. Show phrases node works for player as well as for NPC. There is no difference between NPC and player.
- Background mood music? Hmā¦Iāll think about realization)
Thanks!
Maybe Iām doing something wrong, but when I do that then the blackboard data gets wiped when I change BTs. After I end the dialogue - the ai just freezes, because all the blackboard values are reset to defaults and when I restart the dialogue itās blackboard resets to default data as well.
Your sample project doesnāt have this problem, because your ai bots donāt have more than one BT and Blackboard.
I want my AI to do more stuff than just stand around. I suggest you implement something similar in your sample project too.
OK, Iāll try to solve it and update sample project:)
Yeah, that would be great. Add some simple patrolling behaviour to one of your bots that changes to dialogue once you get close to him and press ātalkā.
ok im trying it, but nothing works, still no mouse, what im doing wrong?
Ok, try in dialogue widget in event destruct set show mouse cursor to true:)
I think, I should add an option hide or show cursor after close dialogue.(now it always hide)
now it works perfect, thank you
- Could this be put in a new example project? I still feel this could be easier to implement on a conversation as a public parameter for each dialogue. Or a checkbox on the Dialogue Widget. I followed the tutorial from the youtube video, and this did not work for me when pressing the spacebar.
- Having the NPC and Player Character use the same phrase text box is not intuitive. If I want the PlayerCharacter and the NPC to have separate dialogue boxes, then this gets confusing. I have tried switching the PhraseSlot to the QuestionsSlot, but then I just get a āText Boxā message in the QuestionSlot. Which means itās difficult to distinguish, unless I start saying the characters name in each text message. Perhaps this is just not working. If you could implement in an example project that would be helpful also.
- Yes, please check out this video from IMO one of these best dialogue driven games https://www.youtube.com/watch?v=fZ1xL1LgH-U Everytime you run into Deionarra, the music changes to her theme. Same could be done for a number of characters.