Dialogue System

I’m curious if anyone has implemented Sequencer support for this plugin. I’m asking because Matinee support might be eventually phased out and I wanted to know if someone had worked on replacing it with Sequencer for this plugin.

Hi there! Really nice plugin! I have a question, is it possible to implement it with csv dialogs? I’d like to centralize all my dialogue lines so the designers can manipulate them outside UE4.

Thanks!

This is great, man. Is it free?

I have another doubt, is it possible to need to push a button to continue to the next dialogue line? I don’t want the text to slide itself by time, but when the user pushes a button :slight_smile:

Hey!

I have a question. I am trying to trigger the specific dialogue from a blueprint, for now just for Event Begin Play.
What I am doing wrong here?

Imgur

Thank you!
PS. Great plugin!

You should check to see if the “Get AIController” is returning anything. You can alternatively also have the Behavior Tree tab open during the Play mode and see if it running at all or is “Inactive”.
Let me know if that helps!

Okay I changed my blueprint a bit. Now It looks like this: Imgur: The magic of the Internet
After running it I got two issues:

Error Blueprint Runtime Error: Accessed None trying to read property K2Node_DynamicCast_AsTop_Down_Character from function: ‘ExecuteUbergraph_NewBlueprint’ from node: Print String in graph: EventGraph in object: NewBlueprint with description: Accessed None trying to read property K2Node_DynamicCast_AsTop_Down_Character

Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetAIController_ReturnValue from function: ‘ExecuteUbergraph_NewBlueprint’ from node: Run Behavior Tree in graph: EventGraph in object: NewBlueprint with description: Accessed None trying to read property CallFunc_GetAIController_ReturnValue
Info Play in editor start time for /Game/TopDownBP/Maps/UEDPIE_0_Upstairs -0.243

I think I understand the second one. It means that This Get AI Controller don’t really returning something which would be useful for this blueprint, so that’t the issue, right? what should be connected there then?

Also, this is how the dialogue tree looks like in Play mode: Imgur: The magic of the Internet It means that it is activated but umm… Like a part on the top don’t let it to go lower?

From the two errors, it seems like both TopDownPlayerCharacter and AIController are returning null.
As for the Behavior Tree, it seems like it’s waiting for “IsTalking” to be set to true. I would suggest making sure your “Is Talking” boolean variable in NewBlueprint is being set to IsTalking blackboard key, otherwise the tree won’t reflect the change.

If you haven’t already, I would recommend going through the step-by-step video tutorial in setting up the different parts of Dialogue System (https://www.youtube.com/playlist?list=PLUngfGDb9OrU1hbePrpxTg8suq_QSgQTH). It’s clear and helpful,

Hi. Please can put a working draft of this plugin for version 4.18. I followed the instruction 3 times, but the dialog is simply not called when I click on E

Thank you! It’s working but the issue was different.

If anyone would like to make what I’ve done and be able to launch the dialogue itself at any point, here we go:

(Ignore the print strings)
https://imgur.com/a/zCLG7
And then, in your dialogue tree set the radius to 99999999.

What operating system are you using? I’m running the plugin on 4.18 without any difficulty. I’m happy to help you out as I’m developing some new features from a fork of the OP’s Github project.

Thanks! But I did it. Just once again carefully made all the instructions.

Where can i download working version of the plugin? Those one i downloaded from github doesn’t work. UE says “binaries is missing, plugin isn’t compatible with current engine version”

This is the build for 4.18 made by Kelheor. https://…com/file/d/1LmVd6ACdFTUNMQdT2C58FNM3hOwKWKlP/view
I’m currently updating to 4.19 so I’ll upload a version for that once I get to that.

Here’s the build for 4.19 → Box
Let me know if any of y’all have trouble accessing the file.

I’m having a problem here. Help please :frowning:

I’m trying to add a background image to the DialogueButtons that comes with the plugin. I set the images on the QuestionsSlot button’s child. Then I have a “problem”, because I want the buttons to expand and fill the full container, so if there is just 1, it will fill the entire container (by default an Scroll Box). You can’t fill a Scroll Box by definition, so I changed it for an HorizontalBox, which allows childs to fill the parent. Nice, should work, right? Well, on the UMG Editor it fills the whole container, but when I hit Play and show one question, it just sets to a default value. Here are the screens showing how it seems hitting Play and the hierarchy in UMG:



What could I do? I need to set a minimum size for every question, or at least be capable of filling my container… :frowning:

edit: I’m completely sure that is a QuestionsSlot management problem, because I can do what I want (fill, for example) with the same widget structure but not calling the container QuestionsSlot, so the problem lays on the Behavior tree nodes Show Phrases or Wait for an answer. Any clue of what may be the problem?

Also another problem… All the QuestionsSlot and the child text of the buttons are centered, no matter what I tell the button to align in the UMG Editor. Any clue? This plugin is hard to revamp…

it’s possible to completely ignore the input mode in the behavier tree? So that phrases will shown, but the player can continue to move normally?

I’ve found the relevant Code in BTTask_ShowPhrases.cpp, but i dont know how to at an third “empty” option, to not change the input setting.

hope someone could help me.

Hi guys!

I’ve implemented the dialogue system and it’s working great. I’m new to blackboard, done all that stuff in blueprint instead so far. So I’m pretty lost with how to “go back” in the dialogue. To give you an example:

3 Questions:

  1. Who are you?
  2. What is this place?
  3. Why do you look so blue?

If I pick question 1, I want to have new questions to ask:

  1. What’s your name?
  2. How old are you?
  3. Where are you from?
  4. Back

If I press back, I want to go back to the first 3 questions again. What’s the easiest way to implement this?

So, for my second question. I want already used questions to either not show or be grayed out, I guess that could be easy with a bool? Or is it already implemented in this system?

Hey! Got a question. Everything is workng, just I have one question.

If I have two NPC standing next to each other (in the radius) and press E to activate the bool variable, they both are starting to speak in the same time… Can I somehow add another condition which makes them speak to me? Thanks.