We have a NEW Example project, which uses the custom conditions/events and has simpler setup.
Check it HERE
I updated the Example Tutorial wiki entry to match the new example project
Hey everyone, I would like to make a list of showcased games that uses our Dialogue Plugin.
If you have a game that is published somewhere or a game that is upcoming on some store front tell me and I will add it to our list (marketplace, repository).
Hi we have another video tutorial :).
The tutorial shows you how to:
- Branch in the dialogue based on whether a node was already visited or not
- Save/Load the dialogue history
- Branch in the dialogue based on class variables
- Include variables in the dialogue text using text arguments
- Use Events in a dialogue to modify variables inside your actor
- Use the Dialogue Data Display window to see and modify the dialogue related variables runtime
Another tutorial that shows you one way you can setup the dialogue variables for events/conditions.
The advantage of using this approach is that once you are done, you can create and manage variables from the dialogue assets without modifying any blueprint! They will also persist between different dialogues. This is a powerful tool you can give your writers/scripters.
Disadvantage is a slightly more complicated setup (however you only need to do that once).
Has anyone implemented this on Android? Mine works fine in the editor/windows, but on Android when my app runs the Dialogue node, the app just crashes. Only post mentioning Android Iāve found was someone who did not have Android whitelisted in the DlgSystem.uplugin file, but mine does.
Hi, sorry for the late reply.
Can you post the log of the crash?
I have since removed the plugin from my project. I tried it on three different projects and all crashed when starting the dialogue. I looked at the crash dump but have since deleted it. All I remember is that it was a null pointer dereference; SEGV_MAPERR; Error code 1, signal 11. Something like that! Probably not overwhelmingly helpful, but itās all I got.
Hey, all! Iāve been using the plugin for several months now in the development of a visual novel in Unreal Engine (I love it, by the way, itās fantastic). I think Iāve mostly got a handle on all the various features and have gone through all the documentation/tutorials on YouTube. One problem Iām trying to solve is to create a ārollbackā feature that would allow players to step back to previous nodes at will, rolling back any variables that were on that node (say at a decision point one choice gives you ā+ 1 Strengthā and the other ā+1 Intellectā - I would like them to be able to roll back that choice, executing the dialogue from that point forward and rolling back that +1 stat).
Does that make sense? Is that something that would be possible to implement?
Cheers.
I notice there is code to save/load json but I couldnāt find it in the editor. How do I do it?
That is only for the Dialogue Asset, you need to enable that in the settings so every time you save an dialogue asset it will also save a json file that mimics the data of the asset. You can then reload the dialogue asset from a json file with a similar name.
EDIT: Nevermind, I got it now. Thank you and sorry for the inconvenience!
Hi there!
Iām reading the dialogue manual to add states to the characters like sad, happy, etc. However, I donāt really understand how to achieve it, and some step by step explanation or example would be appreciated. Thanks for your awesome work!
Found it. Is there a reason why yo use dialogue asset? Canāt you use the json directly?
Because this is the way unreal works, maybe it can be done only with the json directly but it needs more work to integrate better with the editor.
Also the JSON support is kinda flaky atm, but I plan to improve on this in the future.
Update **v13 **is up on the marketplace
Patch Notes: v13 Ā· Tags Ā· Not Yet / DialoguePluginSystem Ā· GitLab
We have UE 5.0 support https://github.com/NotYetGames/DlgSystem/tree/5.0
Hey Guya, i need youre help!!!
I dont know what ive done, but for a couple of hours, i become these Error Message:
Dialogue Plugin: Error: GetDialogueWorld - Could NOT find any valid world. Call SetDialoguePersistentWorldContextObject in the Being Play of your GameMode <<
But only when i use an āDialogue Node Data Blueprintā <<<<<< !!!
What can i do?! Iam Scared as hell!
Hey there ! I have a question that seems pretty basic to me but I canāt figure it out. How to trigger a custom event from the dialogue ?
Basically I want to trigger the event when a specific child of the dialogue is reach. But when I go in the panel with events, modify bool values, etc, I canāt figure out how to make my event appear in there.
And I donāt find anything about that in the doc. Any help would be welcomed. Thanks !
can anyone tell me how to compile this from the open source repository?