Dialogue System

hi.

It’s possible to make some dialogphrases in a Bahaviertree triggerable? And to use dialogphrases it self as triggers for new dialog option in the future, like dialogs in mass effect: you select 1 of 3 Answers and in a few hours the nonplayer character will “react” and with reference to the answer, comes other Dialogoptions?

The phrases are very short. how cound i expand it for more text?

Thanks

Hello! It’s free for all kind of projects, just download and use. Also feel free to modify it for your needs - source code is included:)

Hello!

  1. You can create your own tasks (BTTask_BlueprintBase allows to do whatever you want) and put them in BehaviorTree.
  2. Phrases are not short :slight_smile: There is no limit. Also you can add some new phrases, just click + “Adds Element”
    01.png

Thanks for reply. How could i use an “End-Button” to Exit the dialog?
And how can I make a button to go to the next phrase / Qustion, without any automatically continues?

I recommend to watch the step-by-step tutorial. I hope you can find answers for all your questions:)
https://www.youtube.com/playlist?list=PLUngfGDb9OrU1hbePrpxTg8suq_QSgQTH
Also look at https://www.youtube.com/watch?v=RkkKSl-PxS0 There is information about skipping phrases.

Im looking for a dialogue system , with typewriter effect.
Another system has this effect , but yours looks awesame. how do I implement this??

Thanks for your help :slight_smile:

You are totally awesome. I just want to say thank you.

Wish there was a feature…
To Make Questions invisible after clicking them…
Like integrated into the question system directly…
Without any extra function…

Just a tiny box inside the question properties saying: I will cloak myself after i was hard clicked!

Like coming with the new 1.6 update…
Secretly light a nightinggale…

How can compile this plugin for Unreal Engine 4.11?

let them do it. Dont hesitate with 4.11 yet. Its still in preview and not usable.

Hmm, nice idea! I’ll do it soon:)

And an idea to change the greeting phrases…
maybe via random integers…
Phrase 1
Phrase 2
Phrase 3…
Booltick to set if it should use one random…
to not always have the same…

@_@ HAAAAAAAAAAAAAAAAAAAAAA
Can you feel my cold breath!!!
I can feel your heartbeat!

Many of my AI characters share the same behaviour trees.

What’s the best way to use your dialogue tree without breaking the existing trees?

For example I want all my security guards to use my existing SecurityGuard behaviour tree, but I’d like to assign unique dialogues to some of the guards.

There is a “Run Behavior” BT node, but that would change dialogues for everyone that uses the same BT and I don’t want that. Duplicating the SecurityGuard BT and only changing the dialogue part is also a bad idea.

What should I do - spawn a separate AI controller for the dialogue?

Hello! Have you tried to change behavior tree? I mean…by default run your character AI behavior tree, when you want to talk with him just run tree with dialogue in AI Controller:) After dialogue - run default behavior again.

Yeah! I like it:)

Wouldn’t the “Run Behavior Tree” node run both trees at the same time? I don’t see a way to change the current tree. There’s also “Run Behavior Dynamic” but I don’t think that it’s finished, because it requires a behavior tree component and there’s no way to instantiate it.

I have more suggestions.

Thing is: You cant hide a question after it is beeing clicked.
Next time i reload the game it will be unchecked and visible again. We need a way to save that it is hidden.
I do that via strings.

This Dialogue System work fine but i have a question… I have a one Behavior Tree for Dialogue system and create another for AI movement… then i try run both Behavior Trees but nothing work. How can i creating two Behavior Trees for the same AI and run them?

I creating question with screenshot: Two behaivor trees - AI - Epic Developer Community Forums

Thank you.

Hello! Try to run dialogue behavior from BehaviorTree when you need it. There is a task “RunBehavior”.