You can also use the unreal localization system to export to some nicer format for the dialogues,https://docs.unrealengine.com/en-US/Gameplay/Localization/Overview/index.html it exports text into a .po file format which you can use a tool like poedit or just a normal text editor.
In the settings of the dialogue system you can set an automatic namespace to assign for each dialogue, then you can resave all dialogues to propagate this change from File -> Save All Dialogues. Then you run the localization pipeline steps: gather text, export.
I just can’t install it… it sends error while I try to install it in my project, why? “MyProject could not be compiled. Try rebuilding from source manually.”
Hi,
just wanted to say that the plugin is pretty awesome and works as expected.
But we are facing a problem in building a shipped (packaged) game with it (just for testing currently).
We have “Blueprint Nativization” enabled with “Inclusive”. However it always try’s to include “DlgSystemEditor” in the nativized assets, no matter how we set the .uplugin of the DlgSystem (neither ‘Editor’ nor ‘UncookedOnly’ seems to matter).
We are running Unreal 4.24.3
UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> NativizedAssets.Build.cs -> DlgSystemEditor.Build.cs)
UATHelper: Packaging (Windows (64-bit)): Took 1,5320517s to run UnrealBuildTool.exe, ExitCode=5
Is this something you are aware of and have any idea on how to make it work? Any help would be appreciated
I assume this is from the marketplace? Try to remove the plugin and install it again
No idea what this is happening, but I would try with blueprint nativization disabled (as this feature is pretty much work in progress).
The “DlgSystemEditor” should not even be included for non editor builds, so this sounds like a bug from the engine to me.
Hmm, someone brought to my attention this fix for 4.24 https://forums.unrealengine.com/development-discussion/engine-source-github/1696288-4-24-deprecation-of-developer-module-type-uncookedonly-not-working-on-nativized-bp-assets
I will add it to the plugin soon enough
Have anyone experienced this. I downloaded the 4.24 version of DLG and copied the plugin to a Unreal Project plugin folder. It can’t compile. I’m using Unreal 4.24.3 on Linux.
The plugin works … but when I the project this message appears:
Will it give me problems in the future?
Awesome plugin! But I catch issue. Can help me plaease!
ERROR: Missing precompiled manifest for ‘DlgSystem’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in DlgSystem.build.cs to override.
This error appear, when I package to Linux.
You are using the plugin for another version of the engine (4.22), please use the the correct plugin version
If you downloaded from the marketplace that won’t work, as that only has prebuilt binaries for windows, you need to get the version from gitlab for 4.24 and add it to your project https://gitlab.com/NotYetGames/DlgSystem/-/tree/4.24
This was fixed in our discord
You were trying to cross compile to linux from windows with a BP project
So the steps you used to make it worked were:
- moved the marketplace version of the plugin into your project Plugins directory. This could have worked also with the gitlab version inside your project too.
- installed the required toolchain https://docs.unrealengine.com/en-US/…ted/index.html
-downloaded the linux dependencies from the launcher for your engine - installed visual studio https://docs.unrealengine.com/en-US/…tup/index.html
- converted the Blueprint Project into a C++ project by adding an empty C++ class from the Editor
Strange, only that I had found, now I try to double check, thanks.
I wanted to ask, is anyone aware of any tutorials?
I followed an Ispheria tutorial, it was very useful for me to start …
But now I have to implement multiple dialogues in the same person in different phases of the game, and I’m confused on how to proceed …
So,
is it advisable to use only one dialogue asset per character,
or to divide several dialogue files one for each occasion in the story process even if the character is only one?
Make more dialogues for the same character, we do that as well for our game WarriOrb
Hello I bought the plugin yesterday but I am not sure I understand how can we do to make appear the dialogue / launch it Otherwise is it possible to make choices and how
thank you for your understanding
Hi, have you tried looking at the Wiki? There are also some video tutorials there.
If you have any questions, it would be much faster to answer them in our Discord server in the support channel.
Update **v10 **is up on the marketplace
Patch Notes: v10 · Tags · Not Yet / DialoguePluginSystem · GitLab
Update **v11 (alongside hotfix v11.1) **is up on the marketplace
Patch Notes:
Update **v12 **is up on the marketplace
Patch Notes: v12 · Tags · Not Yet / DialoguePluginSystem · GitLab
The new example project and new Docs/Wiki will be based on this version!