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  • replied
    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.

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

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  • replied
    [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.

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  • replied
    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.

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  • replied
    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.

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  • replied
    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?

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  • replied
    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..

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  • replied
    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

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  • replied
    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.

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  • replied
    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.

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  • replied
    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.

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  • replied
    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

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  • replied
    Need help, new at unreal

    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

    Leave a comment:


  • replied
    I was using the 4.16 version.. but seemed to have fixed it.

    I was somehow using VS C++ compiler for VS2015 in my VS2017 install.. and when I added the 2017 Compiler and removed the 2015 compiler the errors went away.

    Thanks for your help.

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  • replied
    Originally posted by Macw0lf View Post
    I am still getting the header include problem?
    [ATTACH=CONFIG]144072[/ATTACH]
    It looks like you're trying to compile the 4.15 version on 4.16 engine. Just grab the 4.16 version.

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