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    Hi Grogger,

    I have 2 questions:

    1. the text that is displayed (questions) could they each be linked to a website?
    • i.e. when you interact the questions would be, Open Site 1, Open Site 2, Open Site3 when the user selects one of these it would open a website
    2. to interact with a mesh it uses the overlap, could this be changed to when controller is viewing the mesh?

    Thanks

    Comment


      Originally posted by HInoue View Post
      Stepping through the macro, it looks like it doesn't behave as expected: regardless of whether there are other dialogues active, it always follows the same flow:

      [ATTACH=CONFIG]63837[/ATTACH]
      'Is Valid' should be connected to the 'True' output in that macro, that could explain it?
      If Active UI is not populated, then it could be that it's not the same BPC_Component as the currently active one or it is being closed before it gets here somehow?

      Comment


        Originally posted by Sanjshah View Post
        Hi Grogger,

        I have 2 questions:

        1. the text that is displayed (questions) could they each be linked to a website?
        • i.e. when you interact the questions would be, Open Site 1, Open Site 2, Open Site3 when the user selects one of these it would open a website
        2. to interact with a mesh it uses the overlap, could this be changed to when controller is viewing the mesh?

        Thanks
        Hi Sanjshah,

        1. For linking to websites, each dialogue branch can call custom events with custom parameters. You could create a custom function that opens a website and call it in the Pre or Post Actions column with the website passed as a parameter

        2. To change the interact system needs only that you call the 'use' message function on the character's Dialogue component, or otherwise re-create that event in your inherited dialogue component.

        Hope this helps!

        Comment


          So it's weird and I have no clue what happened, but I reconnected that true branch earlier, saw no effect, then came back to it this evening and it worked.

          I have no idea why or how, but everything works now, so I really appreciate your patience

          Comment


            Originally posted by HInoue View Post
            So it's weird and I have no clue what happened, but I reconnected that true branch earlier, saw no effect, then came back to it this evening and it worked.

            I have no idea why or how, but everything works now, so I really appreciate your patience
            Good to hear! I'm glad I could be of assistance

            Comment


              Sorry for the last question, but I couldn't find this in the documentation- is there anything in BPC_Dialogue which fires when the entire conversation is done, and no more windows are open? I'm looking for the obvious place to instruct my event system to return camera & movement controls to the player.

              Comment


                Originally posted by HInoue View Post
                Sorry for the last question, but I couldn't find this in the documentation- is there anything in BPC_Dialogue which fires when the entire conversation is done, and no more windows are open? I'm looking for the obvious place to instruct my event system to return camera & movement controls to the player.
                The "Dialogue Aware" interface can be added to the player controller and receive the DialogueClosed event, and there's also the BPC_Dialogue::Exit function that you could override in your inherited dialogue component

                Comment


                  Perfect, thank you so much

                  Comment


                    Hello Guys!

                    I downloaded 4.7 version but this wont open in a 4.7.6 project...

                    Failed to load map! ../../../../../../Users/Game 1/Test/DialogSystem/data/Content/Dialog_System/Showcase.umap is a UE4 map [File:v451], from an engine release newer than this [Cur:v434].

                    Do you have any ideas?

                    Comment


                      Hi Grogger! Any news on a 4.10 release?

                      Comment


                        Originally posted by CelestialPanda View Post
                        Hi Grogger! Any news on a 4.10 release?
                        I submitted a new version the day it came out, I'm still waiting on Epic's response. The only difference in the new version is that it fixes the sample content's starting spawn location, because the character falls through the floor now. Otherwise it's the same, and you can safely start with the 4.9 version


                        Originally posted by pcincio View Post
                        Hello Guys!

                        I downloaded 4.7 version but this wont open in a 4.7.6 project...

                        Failed to load map! ../../../../../../Users/Game 1/Test/DialogSystem/data/Content/Dialog_System/Showcase.umap is a UE4 map [File:v451], from an engine release newer than this [Cur:v434].

                        Do you have any ideas?
                        For anyone wondering, this has been resolved over email. 4.7 and 4.8 are no longer supported in the latest version, but I can send older [buggier with fewer feature] versions with proof of purchase if desired.

                        Comment


                          Hey Grog (and others using the Dialog System!)

                          4.10 brings with it an error if you try to package your project and it has Macros that use a Wildcard Array input pin. It's a weird one but the answerhubs say it'll be fixed for 4.11. This means that GetOption and PopOption in UI_Dialogue are causing packaging errors.

                          I'm also getting an error with a Math Expression with Pin Input "X" in UI_Dialogue_TextItem, again, only when packaging.

                          This could be just our project, but I thought I'd let post in case it helped anybody else with issues.
                          Last edited by CelestialPanda; 11-20-2015, 05:26 AM. Reason: additional info

                          Comment


                            Thanks a lot for the heads-up CelestialPanda!

                            Comment


                              I'm getting the same error when I try to package. It's not a super-duper emergency by any means, but I just wanted to verify that it's not just Panda

                              Comment


                                Yo! I'm very, very slow when it comes to these things. Bear with me please.

                                I'm interested in adding my own portraits, but I don't know how to go about it. The doc suggests editing the Speaker Attributes data table in Excel, but I've never worked in Excel. Can I export the data table from UE4 as a CSV, or do I need to make my own?

                                Also, a tangential question. I'd like to know how to go about altering the font on a sentence-by-sentence basis? Like, one character speaks in a certain font and then the next speaks in a different one, etc. That's probably really simple and I'm just going blind.

                                Thanks again for making this, it's a big help. You're cool.
                                I'm an artist! Check out my work at https://cinebst.wixsite.com/cinebeastart and hit me up!

                                You can e-mail me at cinebst@gmail.com.

                                Comment

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