It works just fine. The only difference is that the Engine doesn’t include “GameplayTasks” implicitly with “AIModule” anymore.
(quite simple to figure out if you try to build it from source like the engine tries to tell you ; )
The solution is to modify the “DialogueSystem/Source/DialogueSystem/DialogueSystem.Build.cs”. All you have to do is add “GameplayTasks” in the public range.
Thanks again @Erasio! Merged you PR on GitHub.
So, if smb want to get version for 4.12 just rebuild c++ project (you can create simple empty project) with plugin.
One question about the functionality. I’m not sure but it seems right now like I can not skip out of a question group.
Is there any way to return one step upwards? (Succeed / Fail a QuestionGroup?)
Edit: It seems like “Close Dialogue” is in fact just Failing the Question Group. Is that correct?
Edit 2: The following behavior tree works somewhat. However if I try to exit within the left side of the selector it moves to the right side (yes “IsTalking” is correctly being set to “false”). And removing the “Show Phrases” from the sequences will result in nothing at all happening. Ever. The question groups are completely ignored.
I’ll look into the plugin code itself in a while. Maybe something did break in higher engine versions… or I don’t get how it’s set up right now.
It’s very weird to work with that for me atm.
Has anybody tried making it work on a multiplayer game running on a dedicated server?? I’m really close to making it work but as the service always runs on the server I can never get my client controller and the pawn reference in it… Does anybody have a clue on how to do it?
Hey Marvin thanks so much for the Plugin its amazing!, The new one on development looks like a huge move forward on your initial idea can’t wait to try it out!. Again thank you so much!
Hi all do, I added this to my source code, and built it, and everything is fine (well minus me migrating from 4.12 → 4.13 with lame errors, that will set me back for at least a week… but besides that…) I added this to source, and built… I had to add #include “Runtime/Engine/Classes/Animation/AnimInstance.h”
in
BTTask_ShowPhrases
per https://answers.unrealengine.com/questions/479653/use-of-undefined-type-uaniminstance.html
IDK if this is because I am using the master branch of ue4-nvida-gameworks… but I needed to do this in order to get the plugin to build with engine from source…
Anyway the main reason I am here is because now when I start the editor (ie. make a new project ((3rd person example)), then every time i open this up) I get the follow screen, not sure why or what is up with it… as it all seems to run fine but what?and why?
Also i am using the version 4.13.2 , to be clear. I do have another problem though as well… I am unable to get the project running well either, when i do all the videos "with a little modifications of course, per the difference in ue4 version). I get: infinte loop detected in DialogueWidget. Get Visibility 0 …with the call stack etc…
Has anyone else received the same errors, and can help?? please.
Also the website seems to be down, due to a domain error. So can get the example project.
Does anyone have the example project, I could use??
Also so shown here i disabled the update on the Widget binding but now i get:
Hello everyone, Im quite new here to the Unreal World, so I’m sorry if there is already a solution, but can someone please upload the latest DialogueSystem and DialogueSystemAssets folders to Dropbox or the like so we can download them? It’s an awesome plugin, but we have no way to download it since the website is down, and there seems to be no responses to the author. I really hope he is ok.