Hi, sorry for the late reply.
Unfortunately you can’t do that, it would be a nice TODO to add in the future, but no promises.
Hi, sorry for the late reply.
Unfortunately you can’t do that, it would be a nice TODO to add in the future, but no promises.
I think its a very basic question but: how can i check an array for the right condition.
Normally i would execute a “contains” command to see if there is the right word in the array.
How do I do that with the “condition” within your dialog system?
Thanks
Hi! I am very sorry If I am bother, I already post a question on the marketplace, but then I saw this thread…
I am trying to run it with 4.19.2 Engine - I am downloading it from gitlab - 4.19; past it into new folder Plugins in my project; But I get this error:
Binaries for the ‘DlgSystem’ plugin are missing of incompatible with the current engine version. Would you like to disable it? You will no longer be able to open assets that were created with it.
I try running older/newer version - no good result so far. What I am doing wrong?
…
I have also try to load some “Examples”, but eventually it gives me this error:
DlgSystemExample could not be compiled. Try rebuilding from source manually
Any ideas, Help?
I have found tutorials about this great plugin and I am eager to try it. I hope I can run it :? It seams really what I am looking for…
Hi, I don’t fully understand the question, can you come to our discord server and solve the problem more quickly there
You have to have visual studio installed and compile the plugin.
Plugin was updated for UE 4.23
Hi
I wanted to try your plugin, and followed your tutorial. I am working in BP.
However the “Dialogue 2”, returns a Null context. I have examined the inputs to the function, and they are all what they are expected to be.
Any idea on what can cause a null output?
Hi, can you look at the output log to see if there is any error?
Well i was in way to ask help here when i found the solution of the error " uncheck the element ““Check Children on evaluation”” inside the detail of the end node .
Hi,
I try to add the plugin to my project.
I followed the tutorial to make some settings, and my only issue is that my characters names (with the DlgName variables) are not detected in the state machine.
Then I tried to print the names directly in the state machine but it didn’t work either
Thank you in advance for your help to find where should be the problem.
Hi, sorry for the late reply as I did not see this notification, can you come to our discord server to solve the issue? Not Yet - WarriOrb
Hi
Thanks for the reply!
Finally I succeeded recently.
But thanks again for the discord link, it is probable I will have new question / issue during my dev., so in such case I will put my query directly there.
I’m having trouble getting my events to show up in my Switch on Relevant Dialogue event node. I added the DLG interface to my NPC actor. I created a dialogue pointing to my NPC actor. I have added an event to a speech node. When I hit “Refresh Node” on the Switch on Relevant Dialogue Event node, my event does not show up. Can anyone think of what I have missed?
Thanks.
Hi, I see you solved the problem in our discord
Does this plugin suport mobile platform, I need it:((
Yes it should, but you need to whitelist the modules manually for Android/IOS in the uplugin file https://gitlab.com/NotYetGames/DlgSystem/-/blob/4.24/DlgSystem.uplugin#L22-28
It’s work fine on editor (Android preview ES3.1/ ES2)
but when I launch it on my device- Google pixel XL: it get the error:
error: undefined reference to ‘UAndroidPermissionFunctionLibrary:Initialize()’
error :undefined reference to ‘UAndroidPermissionFunctionLibrary:CheckPermission(FString const&)’ [HR][/HR]Solved:
ok I find out that we need enable some plugin for android, thanks
Hi,
is there some documentation or guide on how to Import from/Export to Twine?
I would like to write the main portion of the dialogues using Twine.
Thanks!
Hi, unfortunately not, the twine pipeline is kinda not maintained, we only used it some time ago for spell checking.
You can’t really create new dialogues from it, only exports existing dialogue texts into twine format, then you fix the text of the EXISTING NODES in twine, then import it back into dialogues. So no new nodes are created, just the text is different.
I see.
Fair enough, spell checking was one of the main reasons I was asking.
I haven’t manage to succeed in exporting an existing Dlg to Twine anyway. I tried using the JSON format.
But at this point I think I’ll find another way to manage the spell checking.
Thanks!