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    #31
    Originally posted by Vata Raven View Post
    Wonder if it's possible to plug animations into the coordinating text

    Like, facial animations and ideal poses, or whatever...something along those lines
    This would be great!
    While this is not currently a planned feature, it certainly is possible. I intend to document locations where hooks can be added for extending the system, and I can think of a few ways to add lip sync or animation triggers

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      #32
      This is getting better and better.
      By the way another question: What about different fonts in a same dialogue? Same goes for italic and bold?

      Thanks!

      Ps. I'm assuming those facesets can be animated am i right?
      "sic parvis magna"
      @Meguido

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        #33
        Originally posted by Meguido View Post
        This is getting better and better.
        By the way another question: What about different fonts in a same dialogue? Same goes for italic and bold?

        Thanks!

        Ps. I'm assuming those facesets can be animated am i right?
        As far as I can tell, dynamically changing fonts in UMG is restricted to C++ only, so it isn't currently possible in 4.7.
        Whenever this is remedied (or if the solution is found), I will certainly be adding the ability to change them!

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          #34
          Oh i see thank you anyway!
          And i suposse the same goes for italic and bold?
          And what about the animated facesets?
          "sic parvis magna"
          @Meguido

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            #35
            Originally posted by Meguido View Post
            Oh i see thank you anyway!
            And i suposse the same goes for italic and bold?
            And what about the animated facesets?
            Unfortunately it does apply to italic and bold as well

            Sorry, I had missed your question about the facesets: The portraits use UMG image widgets at it's core, so it can be animated, although I haven't put any thoughts into controlling the animation.

            I was thinking it could be useful to have inline commands (like [portrait="HappyTalking"] or [portrait="AngryTalking"]). Using "flip books" in the material, you would then be able to have the characters flap their gums about.
            Does this fit with what you were thinking?

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              #36
              yeah! was talking exactly about that That would be awesome. this allows to show different moods in just a dialog box ^^
              "sic parvis magna"
              @Meguido

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                #37
                A small update:
                * The system now supports unlimited responses (yay!)
                * A new embedded scripting system is underway, which I will use extensively for inline function calls, conditionals, and other types of scripted functions within the text.

                I am pretty excited about this new embedded script system. It really streamlines the dialogue and quest writing process to be able to do things like this in the text:

                (Contrived example)
                Name Text PostAction Condition
                INTRO_Hello Hi there $user@name$, nice to meet you! IntroBot@VisitCount = 1; IntroBot@VisitCount < 1
                INTRO_HelloAgain Hello again $user@name$, nice to see you! You have visited me $IntroBot@VisitCount$ times! IntroBot@VisitCount += 1; IntroBot@VisitCount >= 1 && IntroBot@IsHappy
                INTRO_HelloAgainAngry Hello again $user@name$...you have visited me $IntroBot@VisitCount$ times. I am still angry with you! IntroBot@VisitCount += 1; IntroBot@VisitCount >= 1 && !IntroBot@IsHappy
                At any rate, things are going great and I will keep updating as I make progress!

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                  #38
                  oh gosh this is pretty awesome!
                  I really can't wait for its release ^^

                  Good job!
                  "sic parvis magna"
                  @Meguido

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                    #39
                    The system is released on the marketplace now!

                    https://www.unrealengine.com/content...50fdc3bec1fd98

                    I am currently working on documentation, and a additional features that haven't made it in yet are also coming!
                    Note that some of the info and the screenshots are out of date (there is no longer a use for the Greeting Hub, since there is a 'Trait' system where you can define anything as a hub and a scripting system to do the rest and them some)

                    Oh and I have a mascot now :

                    Click image for larger version

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                      #40
                      I thought it would be good to mention my favourite editor when dealing with CSV files, it's called CSVed: http://csved.sjfrancke.nl/
                      It takes a bit of getting used to, but I've found it to be worth it when dealing with large columns and tables.

                      I have also updated the first post mentioning that Inline functions are completed and will be ready for the next release!

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                        #41
                        Oh yes it's finally out.
                        It'll still take me out a week or so to be able to purchase it.

                        I can't wait to get my hands on it

                        Btw any ETA on the next update?
                        "sic parvis magna"
                        @Meguido

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                          #42
                          Originally posted by Meguido View Post
                          Oh yes it's finally out.
                          It'll still take me out a week or so to be able to purchase it.

                          I can't wait to get my hands on it

                          Btw any ETA on the next update?
                          From my part, it should be ready before the end of this week; it will then be in Epic's hands to update the files, and I'm not quite certain how long the updating process takes ( hopefully not too long! )

                          In the meantime, a small update I've posted a quick video of the working Dialogue Audio and in-line audio and portrait functions:

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                            #43
                            Looks good. Will check it out. Can it play voice recordings?

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                              #44
                              Originally posted by Jacob Roebuck View Post
                              Looks good. Will check it out. Can it play voice recordings?
                              Thanks

                              The version on the marketplace does not directly play audio (although you can add it as a custom PreAction function), but the update will have several ways of playing audio (along with in-line functions and many other nice changes). The update is in testing at the moment, and should be in Epic's hands before the end of the week.

                              There's a video of it on the main page, and the post above yours.

                              Comment


                                #45
                                Update 1.1

                                Documentation is complete: Documentation

                                Content Update:

                                v1.1 Changelog:

                                New Features:
                                • Added Audio playback support: You can now add sound playback through functions (PlaySound("MySound")), and through the AudioClip field in the data table.
                                • Added Inline Function support: You can now add scripts mid sentence in your text! eg. "Hello {SetPortrait("waving"); counter = counter +1; } $playername$"
                                • The project has been updated for the Unreal Engine 4.8
                                • Added script function PlaySound
                                • Added the script operator && (and), || (or), and ?: (ternary) with short-circuiting behaviour
                                • Added script operators >, >=, <, and <=
                                • The comma operator now supports expression programming (eg. a = (GetSum(1,1), GetSum(2,2)) would result in 'a' being 4 (2+2))


                                Bug Fixes:
                                • Fixed an issue with inline tools being executed early when the typewriter delay was very near 0
                                • Fixed a bug with the sample that would cause Standalone builds to fail. This was caused by the ScriptInterpreter reference being initialized in the GameInstance class before levels were loaded.
                                • Fixed an infinite loop/crash when a variable name could not be found
                                • Fixed the options text parser removing single characters that were placed between two option scopes (eg. "[col]test[/col] [col]test[/col]" would result in "testtest" instead of "test test")


                                Changes:
                                • A new column "AudioClip" was added to Dialogue_TableItem
                                • Added Audio Clip samples
                                • Sample BP_ScriptInterpreter reference was moved to the GameMode class
                                • 48 script automated tests have been added
                                • Re-organized the sample folder structure to be easier to find the relevant samples

                                Last edited by Grogger; 04-06-2016, 12:42 PM. Reason: Update now available

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