[FONT=Arial Black]Dialogue Tree and Quest System is V3 Now. Marketplace Link
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Complex and Flexible, blueprint-based dialogue system.
[FONT=Arial Black]-Features
Complex dialogue builder with ability to mix cinematics with dialogues.
Settings for Cameras, Animations, Sounds, behaviors.
Multiply NPC dialogue, add many NPC’s to single dialogue, and access them via prefix!
Create quests on the fly, included quest journal with objectives, and completed quests tab
Example map have many NPC’s with dialogues and quests
Have ability to create Non-Linear and Linear, also dynamic dialogues.
Full Gamepad/Keyboard support
Fully working save/load system.
Documentation as video tutorials.
Everything is stored in arrays, they can be saved and stored between levels.
There is no saving system yet, but it is planned and will be added in next update.
Updated to 4.14, added example save/loading system, alot improvements and fixes also updated documentation.
Ask me if someone have any questions or troubles.
I just successfully connected your QTE plugin to our game project. It works great! And next is dialogue’s turn.
But I have a few questions: If I migrate dialogue plugin right now, will it be easy to update it when a new version will be released? Or is it better just to wait for the new update?
And roughly when do you plan to release a new update?
yet it was bug, seems i forgot that i detached it for some tests, for anyone i leave this here until new update will be released.
New update is coming soon (week or two) and will have more improvements and updates,
i provide change-log for everyone that modified this pack to compare what is changed, and update those by yourself.
i leave this pic how to fix this, just plug this node in dialogue_component’s event graph, and everything should work fine.