I’m working on a game that will require characters to talk with each other including dialog choices that the main character can make. I’ve been brainstorming ways to accomplish and I think I’ve decided to go the UMG route and create new widgets for each dialog box. Can anyone confirm or deny if will be a decent way to handle conversations, or is there some other method that I should try first?
Well, I tried using UMG and discovered that there’s no easy way (that I know of) to word-wrap text in text boxes. makes things rather difficult when I’d like to display paragraph-long dialog. Does anyone else have any advice on a better way I could accomplish ?
I remember reading a post by Nick Darnell that a rich-text box is in the works, and could possibly be included with the 4.5 update (don’t quote me on , but it is coming soon :)). So that will help you quite a bit once that is ready, but right now there is no easy way to do currently.
I see you have already posted in the UMG Doc Thread as well, here is a response to a similar question:
Good to know. I can wait a bit and see what kind of improvements are coming in the future. I just wanted to be sure that it was something they’re considering. Thanks!
I’m making a short Oculus concept, and as part of , you’re walking around a house picking up notes you left to yourself. I’ve been using UMG to display images of these notes, and it seems to work out - just an idea.