This is my last request for help for the night I promise, I have a working widget that is essentially a chatbox from the NPC.
Its current buttons can currently ‘Travel’ which initiates to load another level and it can also ‘Leave’ which exits the chat widget. I now want it so that when I press this ‘Next’ button the widget text changes. I’m not sure how to do this.
The text is only in the ‘Content’ details section of the [TalkText] “Hello Adventurer!” not sure where to create this text properly so it can cycle, creating it in the ‘Content’ part of a text label seems odd (it was from a YouTube video, generally not best practice I’ve found)
the text array could be in the character that does the talking (what you have now I presume)
it could be inside the widget itself (and the array can be repopulated to display another dialogue)
it could sit in a Data Table if you have a lot of text, the widget could fetch a conversation from there
you could have a dedicated conversation manager actor that controls what conversations have taken place and who talks to whom, and what gets said, where in the story we are and so on
Only problem so far is that it doesn’t know what ‘Talk’ is, is this suppose to be [TalkText] “Hello Adventurer” from the dialogue widget? I’m not sure how to reference it
Duh. My bad. The input mode is set to UI only so the player controller can no longer trigger talking - assuming you mash keys to trigger the interface. Reset the input mode once the widget closes.
Eh? I swear officer, I never seen that node in my life…
By “reset” I meant switch the input mode back to what it was. Presumably Game and UI - when the widget goes away. When you’re in UI only, the player controller has no clue what is going on.
I have no idea what is happening but I can open the dialogue again, even without that ‘Reset’ thing, it even resets the conversation properly, I must have been really drunk or I didn’t compile something.
So I changed it to Game and UI, just because it works easier this way but for some reason it can’t get rid of the cursor when the dialogue ends, I thought the below would work but it doesn’t
What input mode do you run by default? Do you know which mode you need when running around with a sword and when engaged in a conversation? Does it matter?