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    I have bought the plugin and love it but i need some more help getting it implemented in a student game. I am still learning the programming side and need to know how you had it set up where the NPC talked to you. Please help me

    Comment


      Originally posted by yyup View Post
      Is this plugin for advanced users only? the tutorial and documentation does not show how to make dialogue appear in-game clearly, I'm new at unreal and I need some help with this plugin
      The video shows how to make the dialogue appear in game, it's just two nodes. But what you want to anchor it to, that's up to you. If you want to click on an NPC to start the dialogue, you have to write the logic behind clicking on an NPC, which isn't too complicated even for beginners, but it's got nothing to do with the dialogue itself, we're already in your game's logic here.

      If you bought the plugin and are having difficulties with that, tell me what type of game you have and what kind of "anchor" you'd like to have to start a dialogue, I'll see if I can make a few screenshots of how you're supposed to set it up.
      Last edited by CodeSpartan; 06-19-2017, 08:23 AM.
      MMO Starter Kit
      Dialogue Plugin
      Voxel Plugin
      Character Customization: Female
      Character Custmization: Male

      Comment


        Very happy to say that Iron Tower Studio went with Dialogue Editor Plugin for their next RPG: http://www.irontowerstudio.com/forum...ic,7471.0.html
        I actually enjoyed their previous game Age of Decadence a lot and it had a very dialogue intensive gameplay with heavy choice & consequence. Very excited to contribute to their next game.

        They found an interesting way to improve the plugin as you can see on their screenshots. It's pretty cool.
        MMO Starter Kit
        Dialogue Plugin
        Voxel Plugin
        Character Customization: Female
        Character Custmization: Male

        Comment


          I am thinking about purchasing this plugin but first I have a few questions I would like answered if that is okay.
          1. Is it possible for me to customise the provided widgets and/or add some kind of condition as in the tutorials you have provided so that I could display an NPC's image in the dialogue widget, and thus select a different image for each NPC that can be spoken to?
          2. How easy is it to set up a way to activate either Animation Montages or camera switches when a choice of dialogue is chosen by the player, then switch back to the dialogue widget to continue the dialogue? So for example I'm talking to John, and John points to a gate
          , the animation/event would happen, the dialogue box then vanishes for a moment while this scene plays, then the camera switches back to john and the dialogue continues?
          3. Is a typewriter like effect possible?
          4.How would I set it up so that a certain piece of dialogue triggers a Boolean elsewhere?
          And finally. 5. How easy is it to format the text through the dialogue editor to colour only certain parts of a text? Like keywords would be in red.
          And help would be great. Thanks. This plugin looks very promising and maybe what I need for my project.
          Last edited by KyleMason; 07-26-2017, 08:21 AM.

          Comment


            I will buy, but i hopes work with custom animation in individual node, i see Anim montage but i don't know if works. I use Iclone to do lip sync so i really want buy this Dialogue Plugin

            Comment


              Originally posted by LucianoJacomeli View Post
              I will buy, but i hopes work with custom animation in individual node, i see Anim montage but i don't know if works. I use Iclone to do lip sync so i really want buy this Dialogue Plugin
              Hi Luciano.. I use iclone for lipsync and use this plugin .. works fine. Its easy to add an animsequence to the node snd use that instead of a montage... just add a variable to the C++ header/class..

              Comment


                Hey I have just bought this plugin. I need some help. How would I set it up so that I could create an event that when triggered in dialogue could activate a completely artbitary bool elsewhere in another blueprint?

                Comment


                  CodeSpartan - the plugin throws a lot of warnings when compiling in visual studio - any chance for a code refresh - they look like compatibility warnings generally.

                  Comment


                    EDIT: See below post.

                    Code:
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2275: 'UObject': illegal use of this type as an expression
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'Z_Param_Object': undeclared identifier
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C3861: 'P_GET_OBJECT': identifier not found
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2275: 'UStrProperty': illegal use of this type as an expression
                    UnrealBuildTool: f:\ue4-15\unrealengine\engine\source\runtime\core\public\UObject/UObjectHierarchyFwd.h(31): note: see declaration of 'UStrProperty'
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'Z_Param_FunctionName': undeclared identifier
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C3861: 'P_GET_PROPERTY': identifier not found
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'P_FINISH': undeclared identifier
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'P_NATIVE_BEGIN': undeclared identifier
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'P_NATIVE_END': undeclared identifier
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2275: 'FDialogueNode': illegal use of this type as an expression
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(83): note: see declaration of 'FDialogueNode'
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C2065: 'Z_Param_Node': undeclared identifier
                    UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Plugins\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h(138): error C3861: 'P_GET_STRUCT': identifier not found
                    UnrealBuildTool: DialoguePlugin.generated.cpp
                    Last edited by sbnewsom; 07-30-2017, 01:03 AM.
                    Current Project: Shadow Over Isolation

                    Comment


                      [MENTION=25447]CodeSpartan[/MENTION]: Well f*ck me. Wish I packaged this game when it supposedly got working. Everything works, compiles fine in VS source engine, editors runs well, but the above errors are preventing me from packaging at a very critical time. These errors only come up when you package and if you tinker with VS a certain way, the errors will pop up there too. Well this sucks. I guess i'm not getting paid for another month. This plugin has been EXTREMELY problematic despite being great. (Yes, I've tried a fresh copy of the plugin and compiled its source, both from 4.16 and 4.15. They randomly throw these errors when you package. I've tried shipping mode and development.


                      EDIT: Well....I'm so glad I dug deeper. I knew it had to be an include issue. I added #include "ScriptMacros.h" to Dialogue.h below the DataAsset include. Fixed everything. lol

                      Did no one else package a game before this? I'm relieved now. I can now get paid! I'm in love with all the problems 4.15 caused to programmers and developers. lol
                      Last edited by sbnewsom; 07-30-2017, 01:28 AM.
                      Current Project: Shadow Over Isolation

                      Comment


                        How stable is this for packaging (with the convert blueprint to C++ option ticked) in ue4.16?

                        Comment


                          Originally posted by sbnewsom View Post
                          [MENTION=25447]CodeSpartan[/MENTION]: Well f*ck me. Wish I packaged this game when it supposedly got working. Everything works, compiles fine in VS source engine, editors runs well, but the above errors are preventing me from packaging at a very critical time. These errors only come up when you package and if you tinker with VS a certain way, the errors will pop up there too. Well this sucks. I guess i'm not getting paid for another month. This plugin has been EXTREMELY problematic despite being great. (Yes, I've tried a fresh copy of the plugin and compiled its source, both from 4.16 and 4.15. They randomly throw these errors when you package. I've tried shipping mode and development.


                          EDIT: Well....I'm so glad I dug deeper. I knew it had to be an include issue. I added #include "ScriptMacros.h" to Dialogue.h below the DataAsset include. Fixed everything. lol

                          Did no one else package a game before this? I'm relieved now. I can now get paid! I'm in love with all the problems 4.15 caused to programmers and developers. lol

                          I was working on another project (without the dialogue plugin) that I ported from 4.15 and the compiler also asked me for an additional include sort of out of the blue after I was working in the project for a while. Weird stuff, but it's kind of easy to fix.
                          MMO Starter Kit
                          Dialogue Plugin
                          Voxel Plugin
                          Character Customization: Female
                          Character Custmization: Male

                          Comment


                            Good to hear - can you make sure a 4.16 update is released that works correctly without warnings and errors. I am keen to see it cleaned up.
                            And 4.17 would be great as well - right now I can't move to the preview as it throws too many exceptions.

                            Comment


                              Originally posted by travisc View Post
                              How stable is this for packaging (with the convert blueprint to C++ option ticked) in ue4.16?
                              It's stable. The plugin is mostly editor-only, the packaging process should be skipping it almost entirely, except for the custom data asset type.
                              MMO Starter Kit
                              Dialogue Plugin
                              Voxel Plugin
                              Character Customization: Female
                              Character Custmization: Male

                              Comment


                                Originally posted by Macw0lf View Post
                                Good to hear - can you make sure a 4.16 update is released that works correctly without warnings and errors. I am keen to see it cleaned up.
                                And 4.17 would be great as well - right now I can't move to the preview as it throws too many exceptions.
                                What do you mean by move the preview? Could you post the errors?
                                MMO Starter Kit
                                Dialogue Plugin
                                Voxel Plugin
                                Character Customization: Female
                                Character Custmization: Male

                                Comment

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