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The Alpha Maiestro repliedI tried the tutorial video to set up the c++ it didnt give me access to anything that was in the video. The dialogue option doesnt even pop up in the editor to make new assets. Can we get a new one? I dont know how much of this is still necessary.
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weares repliedOriginally posted by CodeSpartan View Post
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CodeSpartan repliedOriginally posted by weares View PostHi I've followed all steps of your tutorial to get work this plugin on VR. I've might missing something because when I pressed the action button appears a cube and then dialogue but when I choose one answer then appears other new one...
Could you send me your project to codespartan.supp@gmail.com? I'll have a look.
Originally posted by Dryfter View PostIs it possible I missed something else as well? I'm asking this because I fixed the missing connection but a problem still remains:
I found out that the "Continue" button will only show if the next NPC bubble actually has text of some kind in it. If it is truly empty the "Continue" will not appear. I got around that by just tapping the space key a few times and using empty spaces as filler. This did get the Continue button to show. However...
Once I hit that button and it went to the next NPC bubble - the "empty" one with Options 1-4 attached to it - none of those options appeared. Seems odd to me and I'm thinking I must have missed something else.
I'll keep trying things and add anything I find. I think I'll also go back through your manual and check over all of the connections in my custom widgets seeing as how I missed the first one I may have do so again somewhere else.Last edited by CodeSpartan; 12-25-2017, 02:07 PM.
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Dryfter repliedIs it possible I missed something else as well? I'm asking this because I fixed the missing connection but a problem still remains:
I found out that the "Continue" button will only show if the next NPC bubble actually has text of some kind in it. If it is truly empty the "Continue" will not appear. I got around that by just tapping the space key a few times and using empty spaces as filler. This did get the Continue button to show. However...
Once I hit that button and it went to the next NPC bubble - the "empty" one with Options 1-4 attached to it - none of those options appeared. Seems odd to me and I'm thinking I must have missed something else.
I'll keep trying things and add anything I find. I think I'll also go back through your manual and check over all of the connections in my custom widgets seeing as how I missed the first one I may have do so again somewhere else.Last edited by Dryfter; 12-19-2017, 11:28 PM.
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CodeSpartan repliedOriginally posted by Dryfter View Post
Cheers,
CS
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CodeSpartan repliedOriginally posted by Dryfter View PostOh boy. Well I'm not too good at explaining things but here goes...
What I have in mind is a simple (I thought) UMG based CYOA (Choose You Own Adventure) which would be almost completely text based but for some 2D icons and two small progress bars. These have all been added to a customized Dialogue Widget (which was actually quite easy using your instructions). There is a Startup Menu widget and when New or Continue (if there is a save) is selected then this menu widget opens my custom Game Dialogue Widget and removes itself. The problem then is that the first NPC window displays but none of the 4 "Choice" option buttons ever appear and all progress stops there.
There is one Actor (the Game Control) that I placed in the blank map I am using for this project. There is also a "player" actor but it's creation and use is handled by Game Control. It's mostly used for data handling related to various stats and a scoring system. Any Player Controller that would be used to attach UMG too would be the default one unless I'm missing something there.
Also this is being built as an Android project, if that matters. I thought that maybe since your initial example used a 3rd person perspective with character models that this would be the problem but since you only created a Dialogue Widget and added it to the viewport that probably wouldn't matter. Maybe I was wrong?
Also I'm not too sure what images would help so I'm posting the Data Asset as I have it now and an example of my own Dialogue Widget layout and I also have a short example video from my phone posted at https://youtu.be/1QuwsUyebz4
Did try connecting the Dialogue widget to the Player Controller at one time as well, but that had no effect. Likely I'm missing something simple so any help would be appreciated.
Thanks for your time.
Any chance you could recreate a sample project with the same configuration to exhibit this behavior and send a link to codespartan.supp@gmail.com? That will make it easier for me to find the exact cause of the issue.
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Dryfter repliedOh boy. Well I'm not too good at explaining things but here goes...
What I have in mind is a simple (I thought) UMG based CYOA (Choose You Own Adventure) which would be almost completely text based but for some 2D icons and two small progress bars. These have all been added to a customized Dialogue Widget (which was actually quite easy using your instructions). There is a Startup Menu widget and when New or Continue (if there is a save) is selected then this menu widget opens my custom Game Dialogue Widget and removes itself. The problem then is that the first NPC window displays but none of the 4 "Choice" option buttons ever appear and all progress stops there.
There is one Actor (the Game Control) that I placed in the blank map I am using for this project. There is also a "player" actor but it's creation and use is handled by Game Control. It's mostly used for data handling related to various stats and a scoring system. Any Player Controller that would be used to attach UMG too would be the default one unless I'm missing something there.
Also this is being built as an Android project, if that matters. I thought that maybe since your initial example used a 3rd person perspective with character models that this would be the problem but since you only created a Dialogue Widget and added it to the viewport that probably wouldn't matter. Maybe I was wrong?
Also I'm not too sure what images would help so I'm posting the Data Asset as I have it now and an example of my own Dialogue Widget layout and I also have a short example video from my phone posted at https://youtu.be/1QuwsUyebz4
Did try connecting the Dialogue widget to the Player Controller at one time as well, but that had no effect. Likely I'm missing something simple so any help would be appreciated.
Thanks for your time.
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Rathren repliedHey,
I updated to UE4.18 downloaded the 4.18 version of the plugin and added my FName tag like I always do when I update the engine. But for some reason its not showing up in engine. Is there anything new I need to know for 4.18? There are no compile errors I even did a rebuild and I restarted the engine.
edit: I did read that you didn't change any code form 4.17 to 4.18 so I just used 4.17 and it worked, strange.Last edited by Rathren; 12-10-2017, 03:38 PM.
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CodeSpartan repliedOriginally posted by Dryfter View PostQuick question: Is there a possibility for an example project to be posted for others (including myself) to use to learn from? Even one as simple the one in the Youtube video posted would be enough. I checked in the post but I could easily have missed it. I've followed the documentation and videos and had no problems creating a c++ project, duplicating the blueprints, even modifying Dialogue.h file to add things like conditions went fine but I simply cannot reproduce the blacksmith example or anything close to it and nothing past the opening "I'm blacksmith Calvin" will appear and no choices are available.
Using 4.16 of the engine and I'm too far in on this project to upgrade to a newer version.
Anything would be helpful and would save me a bit of frustration, really would like to add this because the data asset interface would make it so much easier to lay out the different dialogue choices. Put off this part of the idea for too long and trying to build my own dialogue system via CSV was giving me nightmares. Thanks for your time.
In the meantime, if you show me your setup with screenshots for a condition or an event that you're having problems with, we can find what's causing it.
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Dryfter repliedQuick question: Is there a possibility for an example project to be posted for others (including myself) to use to learn from? Even one as simple the one in the Youtube video posted would be enough. I checked in the post but I could easily have missed it. I've followed the documentation and videos and had no problems creating a c++ project, duplicating the blueprints, even modifying Dialogue.h file to add things like conditions went fine but I simply cannot reproduce the blacksmith example or anything close to it and nothing past the opening "I'm blacksmith Calvin" will appear and no choices are available.
Using 4.16 of the engine and I'm too far in on this project to upgrade to a newer version.
Anything would be helpful and would save me a bit of frustration, really would like to add this because the data asset interface would make it so much easier to lay out the different dialogue choices. Put off this part of the idea for too long and trying to build my own dialogue system via CSV was giving me nightmares. Thanks for your time.Last edited by Dryfter; 12-05-2017, 10:53 PM.
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CodeSpartan replied4.18 version is released. No changes in the code were required.
Originally posted by iSpam View PostSo I'm not much of a programmer, I only know what I've had to figure out. Bearing this in mind, I'm trying to figure out how I can use static or global booleans in the dialogues. I currently have a tmap that was static but instead will be blueprint initialized in my custom gamemode class. Currently, my only two ideas are that I could create new boolean with the same key as one of those in the tmap in each dialogue, run a function in the widget that will compare the dialogue boolean to all in the tmap, and if there is a match assign the value of the dialogues bool to the tmap bool; or I could recreate the gamemode tmap in each dialogue and just do a for loop assigning the value of the dialogue key to the value of the gamemode key.
I'm sure there is an easier way though, and my ignorance of programming is just hindering, so please, show me the light!
Really dig the whole plugin though, especially since you provide source code for modifying. I look forward to creating random npc - npc conversations with itLast edited by CodeSpartan; 10-26-2017, 04:35 PM.
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iSpam repliedSo I'm not much of a programmer, I only know what I've had to figure out. Bearing this in mind, I'm trying to figure out how I can use static or global booleans in the dialogues. I currently have a tmap that was static but instead will be blueprint initialized in my custom gamemode class. Currently, my only two ideas are that I could create new boolean with the same key as one of those in the tmap in each dialogue, run a function in the widget that will compare the dialogue boolean to all in the tmap, and if there is a match assign the value of the dialogues bool to the tmap bool; or I could recreate the gamemode tmap in each dialogue and just do a for loop assigning the value of the dialogue key to the value of the gamemode key.
I'm sure there is an easier way though, and my ignorance of programming is just hindering, so please, show me the light!
Really dig the whole plugin though, especially since you provide source code for modifying. I look forward to creating random npc - npc conversations with it
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CodeSpartan repliedOriginally posted by Althaen View PostHow do you add this to a source built version of the engine?
Or you can just add it directly into your project.
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