Write branching dialogue, stage it as fully procedural cutscenes, and test it live in-game — all without leaving the Unreal editor.
Libretto is a dialogue authoring and cutscene tool for Unreal Engine 5, designed to help developers write, structure, stage and test in-game conversations.
Libretto combines two main tools:
Dialogue Editor — Create dialogues as a structured tree of text, with branching sub-dialogues and logical conditions.
Sequence Generator — Define how conversations are staged, including voicing, lipsync, animation for speakers and listeners, character positioning and other staging parameters.
The two tools work together to take a dialogue from its written structure to its in-game presentation.
🎯 Perfect For
Libretto is designed for Narrative Designers, Game Writers, Quest Designers, Technical Narrative Designers, Cinematic Designers, and Game Designers working on dialogue-driven games and branching narratives. It is also suited to indie developers and small teams looking for an integrated workflow to author, stage and test in-game conversations.
🎭 Dialogue Editor
The Dialogue Editor lets you structure conversations as a tree of dialogue lines and sub-dialogues.
You can:
Create and organize dialogue lines
Split conversations into sub-dialogues
Define branching paths
Link dialogue sections using logical conditions
Define the conditions required to reach each part of a conversation
Edit and navigate large dialogue structures from a single tool
Conditions can be checked directly during runtime, making it possible to test different dialogue paths and verify how the conversation behaves in-game.
🎬 Sequence Generator
The Sequence Generator lets you define how a dialogue is presented in the game and generates the sequencer asset you can use in-game.
Set up:
Speakers and listeners
Character positioning
Stage directions
Animations
Camera staging and automatic framing
Staging rules
Other parameters controlling the presentation of the conversation
Use the sequencer to build and refine the staging of your dialogue while keeping it connected to the underlying dialogue structure. Editor previews let you check character placement and camera framing right in the viewport, before generating anything.
⚡ Runtime
Libretto can be used directly at runtime to test your dialogues in-game. Dialogue conditions can be evaluated in real time, allowing you to test branching paths and verify that your dialogue logic behaves as intended.
🔊 Text-to-Speech
Libretto can be connected to text-to-speech tools to generate voice lines directly from your dialogue — perfect to quickly prototype voiced conversations or integrate generated voice content into your workflow. Even when TTS is not used for your final assets, Libretto tracks the origin of the audio and the integration status of each individual line, so you always know what is placeholder, what is final, and what still needs work.
The plugin already runs ElevenLabs and MSVoice integrations, and makes it easy for you to plug in another system of your choice.
🌍 Localization
Export your dialogue to .CSV for use in your localization workflow. This allows dialogue text to be easily transferred to external localization processes and brought back into your project. Libretto tracks the status of each line individually to ensure late retakes stay cheap — you only change what is needed.
🛠️ Unreal Engine Compatibility
Unreal Engine 5.8.1 or newer
English and French interface and support
ElevenLabs compatible
WWISE compatible
Windows only
📚 Documentation & Support
Full documentation is available at: https://pinchmegames.com/Doc/Libretto/
Support is available in English and French on the Discord: https://discord.gg/SmGkTw2aED
Key Features
Dialogue Editor
Structured dialogue trees
Branching dialogues
Conditional dialogue logic
Sub-dialogues for handcrafted cinematics
Sequence Generator
Character staging for first-person, third-person, top-down, side-scrolling etc.
Stage directions
Camera staging & automatic framing
Animation support
Editor previews (staging & cameras)
Runtime dialogue testing
Real-time condition evaluation
Localization tracking (per-line status)
Export your dialogue into Final Draft, .PDF, .CSV, etc.
Text-to-speech integration
ElevenLabs compatibility
MSVoice compatibility
WWISE compatibility
📚 Required engine plugins (enabled automatically by Libretto): DataValidation, EditorScriptingUtilities, GameplayTagsEditor, LevelSequenceEditor, MovieRenderPipeline, EnhancedInput.
💬 Testimonials
“I've been using Libretto for years at Big Bad Wolf studio, and I missed it SEVERELY as I pursued my career in other companies. It has grown into a very reliable and complete dialog editor, able to generate branching dialogues with a fully procedural cinematic look in a couple of clicks, while also making data tracking directly in engine much easier. Simple enough to be used with no technical background, and deep enough to customize it the way you want. If you're reading this, it sadly means Epic did not make it Unreal's default dialog system. And if your project doesn't have one yet, I think you've just found one of the best out there.”
Eliot HIPEAU / Senior Level Designer at Stormind Games