I’m changing the plugin source code to include new things such as additional data into each dialogue node, but still I want to update the plugin with your changes. For example, to update it to the 4.20 UE version.
Right now, I’m having to do a diff for each file separately every time I download your updates (a couples time by now). It’s not that much, but it’s still quite time consuming.
Hi everyone, an important announcement regarding the Dialogue Plugin, starting from 27 October the plugin will become non free ONLY on the epic marketplace.
First of all, thanks for the plugin. I usually search in the forums for responses and don’t post. But with this lately i had some problems since it doesn’t load in 4.21.1. After i enable it projects are unable to compile thus i cannot open them. Its a problem of my end or is a problem from the plugin?
Thx for the concern. Is just that i’m retarded, this morning i resolved it on my own and i wasn’t something big, just me being retarded xD(and new in game developing and stuff) The pluggin works like a charm
Hi! I have a RPG and some parts of our dialogues will depend on the members of your party. The problem is, if I understand well, that the plugin always needs all the participants of the dialogue. Is there a way to get what I want or should I change the code of the plugin?
Hi, the participants are just UObjects that have the participant interface implemented and the participant name from the implementation must match the Dialogue participant name.
You don’t need the full blown characters for them to be present to participate in a Dialogue, you could totally fake it with lightweight participants.
Yes, we had some mac users that made it work by just adding mac to the whitelist of the plugin, but as we don’t have any mac machines we can’t support it officially ourselves.
Is there a way to reference another dialogue / nesting dialogues?
Example:
While in Dialogue_A, the player is asked to choose among two options.
Option_1 would lead to a next node of Dialogue_A
Option_2 would end Dialogue_A and Dialogue_B
If not, I’ll probably find a way to do it via variables and events, I’m just looking for a shortcut if it exists.