Hey everyone,
I’m pretty new to UE4 and if you’re anything like me, you bought this toolkit to learn from and potentially make a game. I’ve been encountered with a ton of problems so far that most likely result from my like of programming and UE4 experience. So I wanted to create a tutorial on something I’ve figured out how to do.
[HR][/HR]
Creating Dialogue for a Door that is locked
Helpful for telling the player the door is locked. As it stands right now, it could confuse the player if they didn’t assume that.
Within BP_DoorBase we want to add some code to display this dialogue.
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Open the BP_DoorBase blueprint and navigate to the EnterDoor Function.
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At the bottom of the blueprint for the function, you will see a commented area that says "Activate Puzzle when this door is locked"
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From the Branch node create a new line from the false trigger.
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Create a Start Dialogue Sequence node and for the initiating actor, set it to a self reference
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Create a new variable within BP_DoorBase of type *Name *and call it whatever you wish (make sure to tick “Instance Editable”
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Connect that to the dialogue row name
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From here, we’re finished with this Blueprint and can move onto editing our DT_dialoguetable and door in-scene.
[HR][/HR]Scene Manager, Dialogue Table, and Editing Instance
The Scene Manager contains reference to the your DT_dialoguetable that you are using, Aaron’s documentation covers how this works and you can use one of the example scenes to learn from. Within that DT_dialoguetable (name will vary depending on what you have called it) you need to add in a new row and sequence with the dialogue
Now, under the child BP you have created for your door, you just need to scroll down to Puzzle Settings and change the Door Locked Dialogue to the rowname that is your dialogue table 
Presto, you are done!


