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  • replied
    Do you have any tutorial to set up where NPC talks to you?

    Leave a comment:


  • replied
    4.17 is now live.

    Originally posted by supermoore1025 View Post
    Is it possible to add nodes through blueprint and c++ programatically?
    Sure, but this isn't exposed. You can see how new nodes are added in SDialogueViewportWidget::OnAddNodeClicked()

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  • replied
    Is it possible to add nodes through blueprint and c++ programatically?

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  • replied
    Originally posted by travisc View Post
    Hello, I need help with this. I find that this plugin isn't very newbie friendly, and I already run into problems. Or maybe it's the tutorial video you have that lacks information. (Really needs an explain it like I'm five version.) Currently when I click "goodbye", the mouse cursor is still there and I'm still in UI mode. I'm assuming that I have to alter something within the "BasicDialogueWidget" BP, (like perhaps adding a "set input mode Game only" node?). But since that BasicDialogueWidget is nowhere to be found in my project folder, I tried to duplicate one from the UE4 installation plugins folder, into my project folder. However that doesn't work, so I assume I must use the one saved in the UE4 installation plugin folder. But then when I tried to import from the plugins folder, it just plain won't let me. So now I'm extremely stuck and hella confused.
    How do I proceed?


    Also, I wish your tutorial vid showed me how to get the mouse cursor to show up and click on the dialogue options in the first place, though I figured out that part just now.

    (I am on 4.16)
    Hey. Sorry for a long delay, I was away from PC for a week. Please follow the documentation guide on how to duplicate the original widgets from the plugin folder into your project (part "3: customizing the widget"). Then you can modify them, and as you've correctly assumed, it is there that you must change your input mode on dialogue exit, depending on the needs of your game.

    It's true that the dialogue plugin doesn't provide all possible scenarios for all possible game genres. It takes the difficult part off your shoulders, by which I mean it provides you with a visual dialogue editor, which is a game agnostic thing. The rest depends on your game, so I leave it up to you. You've figured out most of it already, but if you have any questions, shoot and I'll try to answer.

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  • replied
    Hello, I need help with this. I find that this plugin isn't very newbie friendly, and I already run into problems. Or maybe it's the tutorial video you have that lacks information. (Really needs an explain it like I'm five version.) Currently when I click "goodbye", the mouse cursor is still there and I'm still in UI mode. I'm assuming that I have to alter something within the "BasicDialogueWidget" BP, (like perhaps adding a "set input mode Game only" node?). But since that BasicDialogueWidget is nowhere to be found in my project folder, I tried to duplicate one from the UE4 installation plugins folder, into my project folder. However that doesn't work, so I assume I must use the one saved in the UE4 installation plugin folder. But then when I tried to import from the plugins folder, it just plain won't let me. So now I'm extremely stuck and hella confused.
    How do I proceed?


    Also, I wish your tutorial vid showed me how to get the mouse cursor to show up and click on the dialogue options in the first place, though I figured out that part just now.

    (I am on 4.16)
    Last edited by travisc; 08-12-2017, 03:02 PM.

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  • replied
    Sent a 4.17 version to the marketplace, should be up soon (usually takes less than a week).

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  • replied
    Originally posted by Relrin View Post
    Hello, CodeSpartan!

    I have a question about the using this plugin for a cases, when a NPC should give/take some item(s) to/from the main character of the game. How to deal with this particular situation?
    Hi. The second video tutorial explains this.

    Originally posted by Macw0lf View Post
    Given 4.17 is now out, will you address the compile issues?

    Thanks
    Sure. Whenever new versions come out, I usually update the MMO Kit first, which takes a couple of days, then the Dialogue Plugin. I already started on the MMO Kit yesterday.

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  • replied
    Given 4.17 is now out, will you address the compile issues?

    Thanks

    Leave a comment:


  • replied
    Hello, CodeSpartan!

    I have a question about the using this plugin for a cases, when a NPC should give/take some item(s) to/from the main character of the game. How to deal with this particular situation?

    Leave a comment:


  • replied
    Oh, it's from 4.17. I'll deal with it when it comes out. Preview versions aren't stable for development anyway.

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  • replied
    Here we go.. dozens of instances of these 2:

    E:\Game\Plugins\DialoguePlugin\Source\DialoguePluginEditor\Private\DialogueViewportWidget.cpp(264): warning C4996: 'FGeometry::GetClippingRect': This no longer represents any sort of clipping rect. Please use GetLayoutBoundingRect() to get the layout rect of this geometry. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
    E:\Epic Games\UE_4.17\Engine\Source\Runtime\SlateCore\Public\Layout/Geometry.h(432): note: see declaration of 'FGeometry::GetClippingRect'

    E:\Game\Plugins\DialoguePlugin\Source\DialoguePluginEditor\Private\DialogueViewportWidget.cpp(864): warning C4996: 'FSlateDrawElement::MakeBox': ClippingRects are no longer supplied for individual draw element calls. If you require a specialized clipping rect, use PushClip / PopClip on the WindowElementList, otherwise, just remove the parameter. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
    E:\Epic Games\UE_4.17\Engine\Source\Runtime\SlateCore\Public\Rendering\DrawElements.h(346): note: see declaration of 'FSlateDrawElement::MakeBox'

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  • replied
    Originally posted by CodeSpartan View Post
    What do you mean by move the preview? Could you post the errors?
    4.17 is in preview 3 right now. I'll upload the debug output shortly.

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  • replied
    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?

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  • replied
    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.

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  • replied
    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.

    Leave a comment:

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