How to make HD 2D / Visual novel game

So, I’m trying to make a 2D HD rpg game like Octopath Traveler in the latest version of Unreal Engine, with a visual novel part. I found a free VN tool called “Visual Novel Framework - Full System”, and for the 2D HD aspect, I’m using PaperZD with a tutorial found on youtube. Both gameplays run perfectly separately, but I can’t manage to merge these two projects. I’d like to keep the 2D HD style. Any ideas on how to integrate the visual novel gameplay into my PaperZD character blueprint? I’m a beginner in Unreal, so it’s probably just a skill issue. Thanks

so when dealing with integrating 2 very different systems the list of options can shorten rather quickly. especially when integrating say 2 C++ derived systems in blueprints. The options will typically go something like this:

  • utilize context switching between the 2, but realistically if they are game mode dependent; Unreal doesn’t play well with this as the game mode is tied to the level, so you will need to load a different level to switch to a different game mode.
  • re-create one of those systems and incorporate it into your existing systems.

The good news is that your traversal, exploration, combat though distinct from a visual novel is not outright incompatible.

in all reality a Visual Novel at its core is a User interface with Text Boxes, Buttons, and maybe some image boxes/backgrounds. the Text Boxes can have strings piped in by logic, the image boxes and backgrounds can also be piped in, and the Buttons modify application state (even if the button opens a sub menu). You also don’t need to switch game modes in order to bring up a UMG (the unreal built in system for user interfaces) Widget blueprint that changes input state of the application.
you can even have multiple of these UMG Widgets in a single level, and they can also be level independent as well.

Octopath Traveler is not “2D” (the team doesn’t even call the game 2D they say “inspired by retro 2D RPGs”) those are 3D models with an isometric perspective, which is why people call it “2.5D”.
the conversation windows, and combat screens can be UMG Widgets. The battles can be accomplished by having the battle area just exist somewhere in space in an “invisible state” then during the context switch animation make the arena visible, put the enemies in, and set the camera for it.
Then your Visual Novel could just be a different UMG Widget.

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