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  • replied
    When I use a delay inside a dialogue event and the dialogue ends while this delay still happens UE4 crashes as soon as this delay runs out. So am I just not allowed to use delays in my events or is there a way around this? Is there a better way to make things happen a short time after the text box appears than a delay in the event?

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  • replied
    Hello everyone. I want to apologize if this has already been asked, but this is really hard to find. I'm kinda new in Unreal Engine, and my question is if I am able to create a dialogue node programmatically. Like for example, I have an NPC ID (who is speaking), a flag if the node is a PC answer, text itself and node id. I want to create programmatically a data asset of the dialogue plugin with all the nodes of the specific NPC. Would be greatfull if you tell me how this is possible. Many thanks and sorry for my bad English. Hope, I explained correctly.

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  • replied
    Can anybody please tell me how to make it working with third-player-template? Iam using the story adventure asset which use the third-person but camera is in first-person-location to give player in first person a body. How can I add the dialogue system? Please ... I just switched from Unity to Unreal.

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  • replied
    Originally posted by Nagual101 View Post

    Thanks for your answer Now this is probably a sign that I'm losing my marbles but is there a built in 'say once' check I can attached to nodes?So that in your example 'I'm Blacksmith Calvin' only gets called the first time the PC interacts, from there always starts at the next NPC node (making sure of course there is one immediately after) I'm sure I saw that but for the life of me can't find a reference.
    No, but the question has been asked more than once, so I should probably write a tutorial on that. Or, considering that it's not an easy modification of the plugin, maybe I should implement it myself in an update. I'll think about it.

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  • replied
    Originally posted by CodeSpartan View Post
    The dialogue widget is just a basic UMG widget. If you watch a couple of tutorials on UMG, I'm sure you can customize it completely to your liking.
    Thanks for your answer Now this is probably a sign that I'm losing my marbles but is there a built in 'say once' check I can attached to nodes?So that in your example 'I'm Blacksmith Calvin' only gets called the first time the PC interacts, from there always starts at the next NPC node (making sure of course there is one immediately after) I'm sure I saw that but for the life of me can't find a reference.

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  • replied


    Originally posted by astralduelist View Post
    Any chances for "how to create an NPC" tutorial?

    I have completed all the tutorials and they are great but what this package lacks is a tutorial on how to create an NPC character to whom you can talk only when you enter its trigger volume.
    Sorry, but "creating NPCs" is out of the scope of the dialogue plugin.

    Originally posted by Knaarke View Post
    Hey,
    I'm considering using this Plugin for my little project. The only thing im missing from the documentation and images linked is the ability to show textures of speaking/involved Actors and maybe add additional actors to the conversation(if the Player has multiple characters).
    My question would be if its possible to add such things with Blueprints only or how much effort it would take to change such things otherwise (having knowledge in ool but not in cpp). Im thinking of some Input similar to the 'Name' variable showed in the Tutorial just for an texture2d.
    Thanks in advance for any hints, tips and responses.
    It's very basic. Add a texture field in the dialogue widget, mark it as "instance editable" and "expose on spawn", and then drag an icon from an NPC into the widget when you create the dialogue. Just make sure to have a portrait texture on the NPC class first.

    Originally posted by Nagual101 View Post
    Hi there, I posted previously but in hindsight I really didn't explain myself properly so sorry for that. I'll attempt to get it right this time. Is there any chance you could show how to customise the appearance of the dialogue, such as changed background colours /graphics or a different style of layout? Any hints or tips in this regard would be most welcome.
    The dialogue widget is just a basic UMG widget. If you watch a couple of tutorials on UMG, I'm sure you can customize it completely to your liking.

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  • replied
    Hi there, I posted previously but in hindsight I really didn't explain myself properly so sorry for that. I'll attempt to get it right this time. Is there any chance you could show how to customise the appearance of the dialogue, such as changed background colours /graphics or a different style of layout? Any hints or tips in this regard would be most welcome.

    Leave a comment:


  • replied
    Hey,
    I'm considering using this Plugin for my little project. The only thing im missing from the documentation and images linked is the ability to show textures of speaking/involved Actors and maybe add additional actors to the conversation(if the Player has multiple characters).
    My question would be if its possible to add such things with Blueprints only or how much effort it would take to change such things otherwise (having knowledge in ool but not in cpp). Im thinking of some Input similar to the 'Name' variable showed in the Tutorial just for an texture2d.
    Thanks in advance for any hints, tips and responses.
    Last edited by Knaarke; 02-21-2019, 09:57 AM.

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  • replied
    Any chances for "how to create an NPC" tutorial?

    I have completed all the tutorials and they are great but what this package lacks is a tutorial on how to create an NPC character to whom you can talk only when you enter its trigger volume.

    Leave a comment:


  • replied
    Originally posted by Franches View Post

    This worked like charm! Thanks a lot.
    The only thing that doesn't seem to work is the part in which you can skip a line by pressing a button, I tried it several times, doesn't seem to work with any button.
    Perhaps you don't "focus" the widget after spawning it. See documentation #5.5

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  • replied
    Originally posted by CodeSpartan View Post

    Like Dark Souls, then?

    This would require a rather drastic modification of the widget. I recorded myself doing it, here you go: https://youtu.be/CcRarFL_iiU
    This worked like charm! Thanks a lot.
    The only thing that doesn't seem to work is the part in which you can skip a line by pressing a button, I tried it several times, doesn't seem to work with any button.

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  • replied
    Originally posted by Doctor Ergot View Post
    Connecting any custom quest/scripting system to this plugin is deadly easy (assuming a basic C++ skills ). You just need to read dialogue Data Asset, hook up events/delegates to your quest system.
    The new (not really new, introduced in 4.18) DialogueEvents and DialogueConditions system doesn't require any knowledge of C++. It's all in Blueprints now.

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  • replied
    Originally posted by sky_king31 View Post
    I'm back, if I want to configure the resource path of the plug-in in a table and look it up in the UE4 engine. So what should the corresponding configuration format look like? For example, if it is a blueprint file, the corresponding configuration structure may be BluePrint'resource path. Resource name _C'can complete the corresponding resource import.

    Hope to get your help, thank you for your work!
    There's Object Path and Package Path, and they always get mixed up in my head, but one thing is certain is that there's no _C for dialogues to append and the type is simply called Dialogue. So looking at your example, it should be:

    Dialogue'/Game/ThirdPersonCPP/Merchant.Merchant' for a dialogue called Merchant that resides in Content/ThirdPersonCPP/
    Last edited by CodeSpartan; 02-13-2019, 10:30 AM.

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  • replied
    I'm back, if I want to configure the resource path of the plug-in in a table and look it up in the UE4 engine. So what should the corresponding configuration format look like? For example, if it is a blueprint file, the corresponding configuration structure may be BluePrint'resource path. Resource name _C'can complete the corresponding resource import.

    Hope to get your help, thank you for your work!

    Leave a comment:


  • replied
    PRESSURE2000
    Connecting any custom quest/scripting system to this plugin is deadly easy (assuming a basic C++ skills ). You just need to read dialogue Data Asset, hook up events/delegates to your quest system.
    This plugin is basically generic tree node editor with a little of code for dialogues. And that's the best approach from all dialogue plugins on marketplace, easy to integrate with any other system.

    All of these so-called "quest systems" on Marketplace are just glorified journal systems with some quasi-universal scripting of custom events. Often coming with their own, simple and incovient dialogue system.
    So... it your game is small, I'd recommend you to browse all "quest systems" out there, think which one could be the easiest to modify, which one fits your game. Remove its "dialogue system", it doesn't matter how it's done - all dialogue solutions except this one simply suck.

    If you have a bigger team with few programmers and any designer who could describe flexible quest system - I'd suggest writing your own quest system. Marketplace ones use to limit the way of scripting quests making it quite cumbersome.
    Last edited by Moth Doctor; 02-13-2019, 06:54 AM.

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