Dialogue System

Hi @artemavrin im setting up your dialogue system in my game and i follow your tutorial step by step. I’ve got some issues while im creating the BTS_Main blueprint: I don’t have the Dialogue Controller cast…am i missing something? Ill’add a screenshot,thanks for your reply :slight_smile:

btw im working on 4.15.2

@artemavrin
It seems you no longer work on this current plugin. Could you at least tell us if you are working on a new version of this plugin as you’ve mentioned before? Or have you just simply abandoned it?
Anyway, thanks for the great effort.

HO HO! This is FANTASTIC mate! I was currently working on a dialogue system myself for my project. You just spared me days of work!

This is really awesome. I’m wondering if it’s possible to have the player character speak their dialogue? I’m just going through tutorial 4 where you show us how to create the behavior tree and I’ve noticed that the Phrases have a Sound to Play drop down but the Questions do not. Any chance you could extend this to allow the Questions to have a Sound to Play as well?

tried to delete this post but it’s glitched.

Any Chance for an 4.16 update?

https://mavrinsoft.com/dialogue/#download

Sorry for digging this but this is really good!!

Hi @artemavrin, is there any chance for an 4.17 update?
Anyway, this plugin rocks :smiley:

@artemavrin We need version for 4.17 :wink:

where is this build might I ask? and thanks in advance!

Open \Plugins\DialogueSystem\Source\DialogueSystem\Classes\BTDialogueTypes.h
And change



USTRUCT()
struct DIALOGUESYSTEM_API FBTDialogueCinematicOptions


to



USTRUCT(BlueprintType)
struct DIALOGUESYSTEM_API FBTDialogueCinematicOptions


Is there a way we can use Custom names stored in a variable and pass it into the “Name” section in the behaviour tree as well as in dialogue text?

Absolutly amazing!

Could someone explain to me how to activate the plugin in 4.16. The way it is shown in the vid does not work because there is no plugin setting in the settings tab.

In my case that is not the only one place which need to be fixed.
Also:
DialogueSystem\Source\DialogueSystem\Classes\Quest_Task.h
before



USTRUCT()
struct DIALOGUESYSTEM_API FQuest_Task


after



USTRUCT(BlueprintType)
struct DIALOGUESYSTEM_API FQuest_Task


In case if someone still uses this plugin.

I updated Dialogue System plugin to UE 4.18 (this version is also compatible with my Quest System Plugin). Plugin compiled and should work with shipped builds.

Link: https://…com/open?id=1LmVd6ACdFTUNMQdT2C58FNM3hOwKWKlP

This plugin has MIT license, so I think I can share my own version of it.

I am just checking this out for the first time. Is all documentation current?

Hey, this version works on Mac? :]

Maybe I’m doing something wrong with my setup, but I haven’t been able to get a multiple branches dialogue tree working. I want to first present the player with a Question Group that gives the 3 possible responses but then I want some of those responses to also have their own Question Groups and branches. When I’ve tried doing this, after the secondary branch finishes, you end up back at that second Question Group instead of the main one. Is there any way to have a node at the end of a branch that forces the tree to go back to the root or the first Question Group?

Thanks!