Hi Zak, any update on the native dialog tool for UE4? I’m currently running into difficulties with the system Nsomnia outlined by using two different types of FMOD events to do a dialogue exchange between two characters in a VR game (one character’s output is stereo and the other one is mono and attached to an NPC’s skeletal mesh component.) Afaik the delays are sometimes fired too early or too late based on my print screens, causing early or late checks for ‘is playing’ on the fmod event to skip the next line of dialogue. Also, delays make it pretty tricky to manage precise timing in the space between the FMOD event sounds, which drastically impacts the meaning behind the lines of dialogue.
I’m attaching screenshots to illustrate. What I’m trying to do is have all the dialogue stop if the player ends overlap with the NPC’s collision box and reset the conversation back to the beginning when they overlap it again.