Originally posted by Shakunga
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Blueprint Dialogue System
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Is there a tutorial on how to set up the inline images? I have copied the csv into my project through the source file in the data table but cant figure out how to get it to populate the table in the dialog asset table
Ok, I solved it. Being new to data bases on unreal, I did not realize I had to import it through the engine.!
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Hey Grogger, Quick Question. I'm trying to get the UI widget to play an animation at the start of the conversation (Example: black film bars appearing off-screen then the dialogue appears.) I've gotten this to work, but the animation replays after each branch of Text. (Animation, Npc DIalogue, Animation, Player Dialogue, Animation... ETC) is there a way to get this animation to play once?
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Originally posted by DarthPixeIs View PostHey Grogger, Quick Question. I'm trying to get the UI widget to play an animation at the start of the conversation (Example: black film bars appearing off-screen then the dialogue appears.) I've gotten this to work, but the animation replays after each branch of Text. (Animation, Npc DIalogue, Animation, Player Dialogue, Animation... ETC) is there a way to get this animation to play once?
So in your child class for BPC_Dialogue, override the SetState function. If the variable ActiveUI is not valid, then this is the first time the dialogue opens, otherwise it's continuing the conversation.
I use this for fading in the start of conversations, and fade out on end of conversations (if the branch name is __exit__, I'll fade out before finalizing the exit on SetState in the BPC).
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I am encountering a bug when using this.
Basically when i try to go from one sentence to another using branch and if both row has same Speaker ID name then its showing 2nd text as a response text before going to 2nd text itself.
As you can see from image second text which is a branch is shown as response text. This doesnt happen if Speaker ID of both sentence are different namesLast edited by sandy234; 03-22-2020, 02:19 AM.
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Originally posted by sandy234 View PostI am encountering a bug when using this.
Basically when i try to go from one sentence to another using branch and if both row has same Speaker ID name then its showing 2nd text as a response text before going to 2nd text itself.
As you can see from image second text which is a branch is shown as response text. This doesnt happen if Speaker ID of both sentence are different names
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Hello I already asked this on your youtube channel but maybe you're quicker on the forum, so here it goes:
would this work in vr? is it static to the camera view or is it possible to put the dialogue into the levels 3d space? like an objectMy first Asset: Physics Collision Sound
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Originally posted by kwijibojaner View PostHello I already asked this on your youtube channel but maybe you're quicker on the forum, so here it goes:
would this work in vr? is it static to the camera view or is it possible to put the dialogue into the levels 3d space? like an object
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Hi Grogger,
We've been using your system on a game we've been working on and we had a pickle that we were hoping to get your help on.
When the text line is too long to fit in one row, the text print readjusts itself in real-time and you see the last word move itself to the next row. The desired result is that whatever controls the text printing will know the last word in the first row is too long to fit and move itself into the next row without the live adjustment. Do you know how we can approach this?
Thanks!
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Originally posted by Adarmawan View PostHi Grogger,
We've been using your system on a game we've been working on and we had a pickle that we were hoping to get your help on.
When the text line is too long to fit in one row, the text print readjusts itself in real-time and you see the last word move itself to the next row. The desired result is that whatever controls the text printing will know the last word in the first row is too long to fit and move itself into the next row without the live adjustment. Do you know how we can approach this?
Thanks!
IIRC, this is because the default implementation has a TextItem that grows as the characters are displayed, and the wrap box brings it all to the next line when it grows. You can alter your text item class to instead hold a hidden (not collapsed) label, so that the widget will have it's full size and the wrap box will know ahead of time where it should go.
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Originally posted by Grogger View Post
Hey there,
IIRC, this is because the default implementation has a TextItem that grows as the characters are displayed, and the wrap box brings it all to the next line when it grows. You can alter your text item class to instead hold a hidden (not collapsed) label so that the widget will have its full size and the wrap box will know ahead of time where it should go.
Since that went so well, we were wondering if you could help us solve another problem.
We'de like to have the justification and alignment of the text be centered so that it can appear in the center of the vertical box widget. This is helpful as were trying to put it in a comic book style text bubble where the text is often oriented in the middle. We've tried updating the justifications and alignment of the TextItem and TextContainer but it still prints from the left edge. Any thoughts on how we could solve this?
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Originally posted by Grogger View Post
So the UI_Dialogue is respawned for every new state, but the BPC_Dialogue is aware if one is already opened when "SetState" is called.
So in your child class for BPC_Dialogue, override the SetState function. If the variable ActiveUI is not valid, then this is the first time the dialogue opens, otherwise it's continuing the conversation.
I use this for fading in the start of conversations, and fade out on end of conversations (if the branch name is __exit__, I'll fade out before finalizing the exit on SetState in the BPC).
Hey Grogger, I'm having the same issue. I sort of understand the explanation you're giving for the solution, but I'm not exactly sure what to change in the blueprints exactly to fix this. Can you maybe explain it a little more detailed? Here's what I have set up based on your explanation so far. But I don't know what to set up once the UI has been created already (aka after the first line)
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Where exactly is the code that places "Press E To Interact" on the screen? I have spent hours looking. I have to remove this text completely and I can't find it. It isn't in a UMG widget as it should have been.
HAHAHAHAH OMG I stuck that in there during the tutorial. I could,'t find it because I put it on MY blueprint ROTFLMAO.Last edited by dmac921; 06-26-2020, 04:05 PM.
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Originally posted by dmac921 View PostWhere exactly is the code that places "Press E To Interact" on the screen? I have spent hours looking. I have to remove this text completely and I can't find it. It isn't in a UMG widget as it should have been.
HAHAHAHAH OMG I stuck that in there during the tutorial. I could,'t find it because I put it on MY blueprint ROTFLMAO.
"Find in Blueprints" should be helpful in the future, it should be able to search for things like print strings.
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Sorry for bothering you Grogger , I was wondering if you knew how one would go on about playing an audioclip everytime a character or word is 'written' on the screen, similar to something like Animal Crossing does (for example everytime a character is written on screen, a 'typewriter' short clip plays), I guess I would have to reference the Typewriter speed and all, but not sure how I'd start on something like this.
Thank you.
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