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  • replied
    thanks for the reply CodeSpartan, sadly i'm still not able to fix the error. In the step "doubleclick on the MouseSelectReply method to go to its definition in the OverriddenDemoDialogueWidget.:: i cannot change "WidgetThatWantsSelection" to overriden demo reply"(i searched for it, looked into all nodes, that one doesnt show up in the list.

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  • replied
    How can the dialogue end with NPC?

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  • replied
    Originally posted by fabiomsilva View Post
    Also, is there anyway to have more than just the player speaker and another one?
    It can be done, but the way to do it really depends on your game. For example, if you want the camera to slide over to some other NPC, this can be done through the event system described in the second tutorial video.
    If you want to change the name of the NPC that you're displaying, this can be done in multiple ways. Again, event system can achieve that. Or you can add speaker field to every node. Or it can be a reference to an NPC and retrieve name, portrait, NPC position for camera from there. There are many ways to go about it and they all depend on the frequency of multiple speaker occurences and on your game behavior when the speaker changes.

    TL;DR: If you don't know C++, I suggest the event system (explained in the second tutorial video), because it's entirely in blueprints and easy to use.
    Last edited by CodeSpartan; 10-31-2018, 03:58 PM.

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  • replied
    Originally posted by fabiomsilva View Post
    No one knows how to fix this?

    My bad, I must have forgotten to update the documentation after I introduced the highlight functionality in the last update.

    To fix this, doubleclick on the MouseSelectReply method to go to its definition in the OverriddenDemoDialogueWidget.

    Then change its parameter type:


    Let me know if you encounter any other similar issues. Thanks for this report.
    Last edited by CodeSpartan; 10-31-2018, 03:57 PM.

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  • replied
    No one knows how to fix this?

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  • replied
    Hi, im trying to follow the documentation to duplicate the dialogue widget's but im getting this error.

    Also, is there anyway to have more than just the player speaker and another one? I wanted to have multiple npc's talking, but i only see options to add one npc name on each dialogue other than being able to put different names.

    Attached Files

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  • replied
    Originally posted by CodeSpartan View Post

    I see.

    Data assets are your game files. The only reason you can modify them at runtime in the editor is because the editor makes no distinction between whether you're doing it through a Bluetility or in PIE. But you won't be able to modify data assets on runtime in a cooked build. This is because they're your game files. It's like irrevocably modifying a mesh of a dinosaur into a bird because you've reached a certain checkpoint in game. But what happens if you load a prior savegame or you've started a new game? Your file will effectively be corrupt, because you'll see a bird. That's why it's not possible.

    Like I said, if you want to mark your nodes as read, you need to make an array of ints and add their indexes. This way you know you've visited the nodes.
    Ah, I was unaware of that. Thank you, I'll definitely keep that workaround in mind

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  • replied
    Originally posted by iSpam View Post

    I have two bools, one visible for me to check whether I want this to be said once, and another that is set to true in the RunEventsFor, that way the next time the IsConditionsMet is run, the function will return false.

    Code:
    bool UDialogueUserWidget::IsConditionsMetForNode_Implementation(FDialogueNode Node)
    {
    UE_LOG(LogTemp, Warning, TEXT("No repeat for node at %d is %s"), &Node, Node.noRepeat ? TEXT("True") : TEXT("False"));
    if (Node.noRepeat)
    {
    UE_LOG(LogTemp, Warning, TEXT("No repeat is true, returning false in UDialogueUserWidget::IsConditionsMet"));
    return false;
    }
    
    for (UDialogueConditions* Condition : Node.Conditions)
    {
    if (IsValid(Condition))
    {
    if (!Condition->IsConditionMet(GetOwningPlayer(), NPCActor))
    {
    return false;
    }
    }
    }
    return true;
    }
    
    void UDialogueUserWidget::RunEventsForNode_Implementation(FDialogueNode Node)
    {
    if (Node.sayOnce)
    {
    
    UE_LOG(LogTemp, Warning, TEXT("sayOnce true in UDialogueUserWidget::RunEventsForNode"));
    Node.noRepeat = true;
    }
    
    for (UDialogueEvents* Event : Node.Events)
    {
    if (IsValid(Event))
    {
    Event->RecieveEventTriggered(GetOwningPlayer(), NPCActor);
    }
    }
    }
    The line if statement in RunEventsFor is working as intended, but because the nodes are being passed in by value, the change isn't being propagated to the actual data asset.
    I have tried, for these two functions only, passing the node in by ref, but I'm still getting different nodes. I can't make the node a pointer parameter since FDialogueNode is a struct.
    void UDialogueUserWidget::RunEventsForNode_Implementation(UPARAM(ref) FDialogueNode& Node) is how I attempted to pass by reference, which I found from Rama

    I'm just wondering if you could think of a workaround that won't break the rest of your code.
    I see.

    Data assets are your game files. The only reason you can modify them at runtime in the editor is because the editor makes no distinction between whether you're doing it through a Bluetility or in PIE. But you won't be able to modify data assets on runtime in a cooked build. This is because they're your game files. It's like irrevocably modifying a mesh of a dinosaur into a bird because you've reached a certain checkpoint in game. But what happens if you load a prior savegame or you've started a new game? Your file will effectively be corrupt, because you'll see a bird. That's why it's not possible.

    Like I said, if you want to mark your nodes as read, you need to make an array of ints and add their indexes. This way you know you've visited the nodes.
    Last edited by CodeSpartan; 09-25-2018, 01:21 PM.

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  • replied
    Originally posted by CodeSpartan View Post

    If I understand you correctly, you want to have a bool on the node (in the data asset) and be able to change it at runtime? If that's the case, I may venture a guess that something is wrong with your architecture and you should do it differently.

    Are you trying to mark visited nodes as dirty? Because that's not how you should do it.
    I have two bools, one visible for me to check whether I want this to be said once, and another that is set to true in the RunEventsFor, that way the next time the IsConditionsMet is run, the function will return false.

    Code:
    bool UDialogueUserWidget::IsConditionsMetForNode_Implementation(FDialogueNode Node)
    {
        UE_LOG(LogTemp, Warning, TEXT("No repeat for node at %d is %s"), &Node, Node.noRepeat ? TEXT("True") : TEXT("False"));
        if (Node.noRepeat)
        {
            UE_LOG(LogTemp, Warning, TEXT("No repeat is true, returning false in UDialogueUserWidget::IsConditionsMet"));
            return false;
        }
    
        for (UDialogueConditions* Condition : Node.Conditions)
        {
            if (IsValid(Condition))
            {        
                if (!Condition->IsConditionMet(GetOwningPlayer(), NPCActor))
                {
                    return false;
                }
            }
        }
        return true;
    }
    
    void UDialogueUserWidget::RunEventsForNode_Implementation(FDialogueNode Node)
    {
        if (Node.sayOnce)
        {
    
            UE_LOG(LogTemp, Warning, TEXT("sayOnce true in UDialogueUserWidget::RunEventsForNode"));
            Node.noRepeat = true;
        }
    
        for (UDialogueEvents* Event : Node.Events)
        {
            if (IsValid(Event))
            {
                Event->RecieveEventTriggered(GetOwningPlayer(), NPCActor);
            }
        }
    }
    The line if statement in RunEventsFor is working as intended, but because the nodes are being passed in by value, the change isn't being propagated to the actual data asset.
    I have tried, for these two functions only, passing the node in by ref, but I'm still getting different nodes. I can't make the node a pointer parameter since FDialogueNode is a struct.
    void UDialogueUserWidget::RunEventsForNode_Implementation(UPARAM(ref) FDialogueNode& Node) is how I attempted to pass by reference, which I found from Rama

    I'm just wondering if you could think of a workaround that won't break the rest of your code.

    Leave a comment:


  • replied
    Originally posted by Sebviz View Post
    Hi! I just bought you plugin CodeSpartan, looks great!

    I've run into a wall trying to get it to work with 3DWidgets and a gamepad.

    My Issues so far:

    1. Unrelated to 3DWidgets - When I press a button, it always returns the first answer. I followed you setup in the documentation but I'm obviously missing something?

    2. Related to 3DWidgets - The Dialogue System works fine as a normal widget (except the first answer issue) but my 3DWidget is not updating when i press Continue. Do 3DWidgets not update at runtime?

    I've attached some screenshots of the setup.
    Hey. Please upload your project to google drive and send me a link by email (you can see it on my seller's profile on the marketplace). I don't recognize the "get key" node that you have. You should have this: https://api.unrealengine.com/INT/Blu...Key/index.html

    Leave a comment:


  • replied
    Originally posted by iSpam View Post
    Since you're familiar with the innerworkings of the plugin, I figured I'd ask this here.
    How would you go about making variables on the nodes that can be changed at run time, ie: a bool that switches to false once the node has been presented.
    Essentially I'm trying to check that bool in UDialogueUserWidget::IsConditionMet_Implementation and change it in UDialogueUserWidget::RunEventsFor_Implementation

    I've tried passing the FDialogueNode struct by ref using UPARAM(ref) FDialogueNode&, but I get different memory addresses every time.
    I suppose I just need a fresh outsider's perspective
    If I understand you correctly, you want to have a bool on the node (in the data asset) and be able to change it at runtime? If that's the case, I may venture a guess that something is wrong with your architecture and you should do it differently.

    Are you trying to mark visited nodes as dirty? Because that's not how you should do it.

    Leave a comment:


  • replied
    Hi! I just bought you plugin CodeSpartan, looks great!

    I've run into a wall trying to get it to work with 3DWidgets and a gamepad.

    My Issues so far:

    1. Unrelated to 3DWidgets - When I press a button, it always returns the first answer. I followed you setup in the documentation but I'm obviously missing something?

    2. Related to 3DWidgets - The Dialogue System works fine as a normal widget (except the first answer issue) but my 3DWidget is not updating when i press Continue. Do 3DWidgets not update at runtime?

    I've attached some screenshots of the setup.
    Attached Files

    Leave a comment:


  • replied
    Since you're familiar with the innerworkings of the plugin, I figured I'd ask this here.
    How would you go about making variables on the nodes that can be changed at run time, ie: a bool that switches to false once the node has been presented.
    Essentially I'm trying to check that bool in UDialogueUserWidget::IsConditionMet_Implementation and change it in UDialogueUserWidget::RunEventsFor_Implementation

    I've tried passing the FDialogueNode struct by ref using UPARAM(ref) FDialogueNode&, but I get different memory addresses every time.
    I suppose I just need a fresh outsider's perspective

    Leave a comment:


  • replied
    Originally posted by Vincion View Post
    Hey maybe this has been asked already but is there a way to make the text appear with a typewriter effect?
    If you can make a typewriter effect in an empty project in UMG, then you can put it in here, too. But the plugin doesn't provide any effects.

    Leave a comment:


  • replied
    Hey maybe this has been asked already but is there a way to make the text appear with a typewriter effect?

    Leave a comment:

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