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    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.

    Comment


      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?

      Comment


        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!
        Current Project: Shadow Over Isolation

        Comment


          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!

          Comment


            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.

            Comment


              Getting these errors when compiling your plugin in a custom 4.15 engine. Aside from your plugin throwing the IWYU error where the header needs to be first thing, it seems the code itself in source seems to be from 4.14. Else I don't think I should be getting a IWYU error. This is a fresh copy of the plugin that was installed with the default binary 4.15 from the launcher. I just copied the plugin to my 4.15 engine source and viola, errors. Technically none of these errors make sense since your code is fine.

              Code:
              Severity	Code	Description	Project	File	Line	Suppression State
              Error	C2614	'UDialogue': illegal member initialization: 'Super' is not a base or member	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	329	
              Error	C2143	syntax error: missing ';' before '*'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
              Error	C4430	missing type specifier - int assumed. Note: C++ does not support default-int	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
              Error	C2238	unexpected token(s) preceding ';'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	65	
              Error	C2504	'UDataAsset': base class undefined	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	70	
              Error	C3646	'Super': unknown override specifier	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
              Error	C4430	missing type specifier - int assumed. Note: C++ does not support default-int	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
              Error	C2440	'return': cannot convert from 'UDialogue *' to 'UObject *'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Source\DialoguePlugin\Classes\Dialogue.h	71	
              Error	C2039	'StaticConfigName': is not a member of 'UDialogue'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
              Error	C3861	'StaticConfigName': identifier not found	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
              Error	C2039	'AddReferencedObjects': is not a member of 'UDialogue'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
              Error	C2065	'AddReferencedObjects': undeclared identifier	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
              Error	C3083	'Super': the symbol to the left of a '::' must be a type	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
              Error	C3083	'WithinClass': the symbol to the left of a '::' must be a type	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	79	
              Error	C2039	'DialogueWave': is not a member of 'FDialogueNode'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	106	
              Error	C2664	'UObjectProperty::UObjectProperty(const UObjectProperty &)': cannot convert argument 1 from 'FObjectInitializer' to 'ECppProperty'	UE4	F:\UE4-15\UnrealEngine\Engine\Plugins\Marketplace\DialoguePlugin\Intermediate\Build\Win64\UE4Editor\Inc\DialoguePlugin\DialoguePlugin.generated.cpp	106
              The 4.14 plugin worked perfectly. This is the only plugin preventing me from upgrading to 4.15.
              Last edited by sbnewsom; 04-13-2017, 11:49 PM.
              Current Project: Shadow Over Isolation

              Comment


                Have you tried including it into the project instead of including it into your custom engine build? Is the issue resolved?
                MMO Starter Kit
                Dialogue Plugin
                Voxel Plugin
                Character Customization: Female
                Character Custmization: Male

                Comment


                  Originally posted by AndrewLindsay View Post
                  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.
                  Hey. I never did anything like that. Here's how I'd do it: show just the first letter of the entire string (a substring), Delay 0.3 seconds, then show 2 letters... then the same for 3 letters... Etc. It's a simple "For" loop with delays.
                  Last edited by CodeSpartan; 04-23-2017, 04:01 PM.
                  MMO Starter Kit
                  Dialogue Plugin
                  Voxel Plugin
                  Character Customization: Female
                  Character Custmization: Male

                  Comment


                    Originally posted by CodeSpartan View Post
                    Have you tried including it into the project instead of including it into your custom engine build? Is the issue resolved?
                    Not at all. Stuck on 4.14 and don't have the money to invest in a completely new Dialogue System. I have no idea where the problem is coming from that would prove helpful.
                    Current Project: Shadow Over Isolation

                    Comment


                      Originally posted by sbnewsom View Post
                      Not at all. Stuck on 4.14 and don't have the money to invest in a completely new Dialogue System. I have no idea where the problem is coming from that would prove helpful.
                      Well can you include the plugin into your project instead of into the engine?
                      MMO Starter Kit
                      Dialogue Plugin
                      Voxel Plugin
                      Character Customization: Female
                      Character Custmization: Male

                      Comment


                        Originally posted by CodeSpartan View Post
                        Well can you include the plugin into your project instead of into the engine?
                        I should of clarified, I've compiled it in the project already and it still threw out errors.
                        Current Project: Shadow Over Isolation

                        Comment


                          Originally posted by sbnewsom View Post
                          I should of clarified, I've compiled it in the project already and it still threw out errors.
                          Is it happening in all projects, such as a blank TPP project, or only in yours?
                          MMO Starter Kit
                          Dialogue Plugin
                          Voxel Plugin
                          Character Customization: Female
                          Character Custmization: Male

                          Comment


                            Originally posted by CodeSpartan View Post
                            Oops, sorry for spreading misinformation. Thanks for the info.




                            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 8 steps of this guide.
                            3. Create a Blueprint Class (inherited from Actor) called VRDialogueActor. Add a Widget component as per steps 19 and 20 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:



                            great instruction, but I have a small question - did you test this in VR Preview mode (with headset)?


                            update: I think that yes!) My bad - I miss this node http://joxi.ru/xAeGRq5UpZ31dm
                            now it's work as expected. Thank you!
                            Last edited by 6r0m; 04-26-2017, 04:15 AM.
                            Igor, swamper, sole proprietorship

                            Comment


                              Hey guys, I have some newbie questions (sorry for that, hehe).

                              I finally bought the plugin, but I having some difficulties to change the mouse click to a keyboard button.
                              I don't know if someone have asked this before, but how can I change this? For example, my game is a side scroller and I want to show the dialog when the player get in front of a NPC and press Z.

                              To be more specific, I want something like the dialogs from Final Fantasy and others RPGs: press a button in front a NPC to start the dialog, and Z again to continue or finish the dialog.

                              This is the setup I am using right now to launch the dialogues.
                              All this blueprint is inside of my NPC. I don't know if its correct, but this is working right now. It would be perfect if I could use my action input as a default, like the mouse click is right now.

                              [EDIT]

                              So, I'm diving into the plugin to learn more about it. And a couple questions are driving me crazy.

                              1. When I have a pure NPC dialog, the conversation doesn't end when I click to continue into the last dialog line. But, with a PC answer, the dialog finish normally. Is this correctly? Or it's a bug in my project?

                              2. I'm finding problems to focus the keyboard/gamepad into the continue button to show the next dialog line. I made a "way" to do that, (you can see here and here) but the editor always give me some ("trying access node...") errors. Do you guys have a proper way to do that? The documentation only shows how to use the gamepad for a Fallout kind of dialogue, which gives the keyboard focus only to the answers.

                              3. About the answers gamepad focus, I did exactly what the documentation says to do, and it works (I see the hovered buttons). But, actually, this doesn't made the dialog advance; it just simulate the hover on the answers. Plus, for example, if I press the top button, the first choice gets hovered. And, if I press the bottom, the last gets hovered too (see here). How could I fix it and advance the dialog?

                              Well, for now this is all, hehe.
                              Can you - please - help me?
                              Last edited by yoraanny; 04-30-2017, 06:24 PM.

                              Comment


                                A little advice for people who want to play a LevelSequence through the event system:

                                1. In DialoguePlugin.Build.cs add the following to the PublicDependencyModuleNames list:

                                "LevelSequence",
                                "MovieScene"

                                2. At the top of Dialogue.h, above #include "Dialogue.generated.h" add the following:

                                #include "LevelSequence.h"
                                #include "MovieScene.h"

                                3. Under FDialogueEvents add the following:

                                UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue Event")
                                ULevelSequence* LevelSequenceAsset = nullptr;

                                4. Build the project and you should be able to set a LevelSequence asset to play as an event in the dialogue asset.

                                5. You'll then have to set it to play the chosen asset in the DoEvents function of MyDialogueWidget. I dragged off Level Sequence Asset, made an IsValid node, dragged off that to create a branch connected to the previous HasEvents=true branch. Then, dragging off of True, made a Create Level Sequence Player node. Drag off the return value pin and make a Play node. Then just connect the Level Sequence Asset pin to the Level Sequence in the player node.

                                Comment

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