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  • replied
    Hello there, I recently purchased this excellent dialogue system. It works well, but I am really wanting to get the messages to appear gradually with a 'typewriter text' effect, character by character. I saw a user named popawheelie had actually posted a screenshot of how to do this on this post, but the screenshot does not show where the blueprints go. If anyone could help me achieve this effect in any way, I would be extremely grateful. Thanks.

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  • replied
    Great plugin! I just wanted to stop by this thread and say thanks. I found it really helpful for creating the dialogue system in my latest prototype. Here is a quick webm of it in action: https://gfycat.com/WhiteTestyAzurewingedmagpie.

    I'm going to do a full write-up down the line detailing the whole creation process of this Dialogue UI and the modifications I made to the plugin if you are interested. Very happy customer here!

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  • replied
    Just wanted to touch base here and see where the project is at with possible features and updates.

    Haven't upgraded to 4.15 yet, but with the major (Destructive) C++ changes in the new engine, the dialogue is unable to compile, with or without IWYU enabled. So just a heads up on that. Going to prove burdemsome, especially since it prevents any developers from using the updated Texture Streaming system.

    Aside from that, I would love to hear where we are at with XML/JSON export/import. On top of the use of Articyraft 3, it would be great to export the dialog for localization. Since dialog is disconnected from Articy, it's hard to manage the script for our voice actors.

    Anyways, hope we can get these critical features implemented soon. Thanks!

    Leave a comment:


  • replied
    Hi,
    How can I separate the replies and the responses into two different widgets to show on to different actors. I've looked at the Vr response on the page before and it makes sense though surely its just placing the widget, dialogue and responses onto the same actor or have I misread it?

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  • replied
    Hey [MENTION=25447]CodeSpartan[/MENTION] - Got a bit of a request for this plugin.

    Would it be possible to import .JSON data from articy:draft 3 and have it generate the dialogue tree from the data provided in the .JSON file.

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  • replied
    How do you add animations to the character you're interacting with playing on certain replies??

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  • replied
    Thanks for the reply, Glabrezu!

    It's fine. I just wanted to know if works.
    I'll get it later on Marketplace.

    Thanks again!

    Leave a comment:


  • replied
    Originally posted by yoraanny View Post
    Hey guys!

    Nice plugin! Looks awesome!
    I have a question: does this plugin works on Mac? I'm using a MacBook Pro to do a simple 3D side scroller, and all I need is a dialogue plugin to work on some simple conversations.
    We don't support other platforms like Mac (for simple reason that we don't have one unfortunately), but it works on them just fine.
    Last edited by Glabrezu; 01-10-2017, 06:28 AM.

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  • replied
    Hey guys!

    Nice plugin! Looks awesome!
    I have a question: does this plugin works on Mac? I'm using a MacBook Pro to do a simple 3D side scroller, and all I need is a dialogue plugin to work on some simple conversations.

    Leave a comment:


  • replied
    Originally posted by Namesis View Post
    Hello,
    Random question,
    Would this dialogue support [with some tweeks?] a quest system? As simple as interacting with the NPC as it does now, but accepting a quest and maybe doing "X" activity to complete it and go to the same NPC or other NPC to complete it, giving a reward?

    PS: welcome back CS, hope you solved everything you were dealing with
    Thanks. Yep, you can build anything on top of this dialogue system.

    Leave a comment:


  • replied
    Hello,
    Random question,
    Would this dialogue support [with some tweeks?] a quest system? As simple as interacting with the NPC as it does now, but accepting a quest and maybe doing "X" activity to complete it and go to the same NPC or other NPC to complete it, giving a reward?

    Thanks!
    PS: welcome back CS, hope you solved everything you were dealing with

    Leave a comment:


  • replied
    Originally posted by Nick Darnell View Post
    We started supporting VR interaction in UMG in 4.13, https://docs.unrealengine.com/latest...ion/index.html
    Oops, sorry for spreading misinformation. Thanks for the info.


    Originally posted by danrickard88 View Post
    Hi;

    I just bought this, and it looks like it will work well. When I compile, I do so in a VR environment, and need to know how to get that supported. For example, in my demo, when the play hits a trigger box, the conversation is started. However, the text is showing up in the middle of the screen, and does work in the VR world. How can I get it to split onto the two screens? Notice how "Hello world. how are you." is right in the middle.
    I'll try to include the VR dialogue widget in the next version. For now, here's how you can do it:
    1. Copy the DemoDialogueWidget and DemoReplyWidget into the project from the plugin folder. Do it by performing all steps in Documentation: 3.1 Duplicating the demo widget. For the purpose of this how-to, let's call them VRDialogueWidget and VRReplyWidget.
    2. I'll assume you're working in First Person Template project for this how-to. Perform the first 6 steps of this guide.
    3. Create a Blueprint Class (inherited from Actor) called VRDialogueActor. Add a Widget component as per steps 17 and 18 of this guide. Make sure the Widget Class is set to VRDialogueWidget. Check "draw at desired size". Set widget's transform to 0, 0, 110.
    4. Go into the Event Graph of your VRDialogueActor and make it so that it always faces your character. An example of how you can do it.
    5. In your newly created VRDialogueWidget, add a variable called ParentActor, make it a reference to class VRDialogueActor, like this.
    6. In VRDialogueWidget, open function ToNpcReply and add the following highlighted nodes.
    7. Now all that remains is to spawn your VRDialogueActor in front of your character when you want to start a dialogue. This is an example of how you can do it in the FirstPersonCharacter blueprint.

    I'll try to include all of those files into the next version so you don't have to do all that yourself.

    Result:

    Last edited by CodeSpartan; 01-05-2018, 12:28 AM.

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  • replied
    Originally posted by CodeSpartan View Post
    UMG doesn't natively support VR, but there's a plugin for that, here: https://forums.unrealengine.com/show...bility-Plugin!
    We started supporting VR interaction in UMG in 4.13, https://docs.unrealengine.com/latest...ion/index.html

    Leave a comment:


  • replied
    Nice plugin ! I hope to get this soon !

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  • replied
    Originally posted by danrickard88 View Post
    Hi;

    I just bought this, and it looks like it will work well. When I compile, I do so in a VR environment, and need to know how to get that supported. For example, in my demo, when the play hits a trigger box, the conversation is started. However, the text is showing up in the middle of the screen, and does work in the VR world. How can I get it to split onto the two screens? Notice how "Hello world. how are you." is right in the middle.
    UMG doesn't natively support VR, but there's a plugin for that, here: https://forums.unrealengine.com/show...bility-Plugin!

    Correction: it does support VR now, see below.
    Last edited by CodeSpartan; 12-17-2016, 03:50 PM.

    Leave a comment:

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