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  • started a topic [RELEASED] Dialogue Plugin

    Dialogue Plugin

    Marketplace Link

    Hi everyone!

    I'm very happy to announce Dialogue Plugin, an editor extension that allows you to easily create dialogues in UE4, through a custom node-based editor.

    I've wanted to create a dialogue editor for more than a year now, and I've always felt that the ideal editor should be 1) node-based and 2) fully integrated, without the need of 3d party software such as Excel. Now I finally did it.

    Feel free to check out the video and let me know what you think about the workflow:

    (old video for 4.17 and lower)

    Current Documentation
    Older documentation:
    - for 4.20 - 4.21

    - for 4.18 - 4.19
    - for 4.12 - 4.17

    Features:

    • Voiceover support
    • Events and conditions (branching) -- new system since 4.18
    • VarStrings (e.g. %charname%) -- since 4.22
    • Customizable appearance
    • Gamepad support
    • Doesn't require third party software such as Excel
    • Source code included

    Conditions and events tutorial:

    (old video for 4.17 and lower)

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    Frequently asked:

    1) Sample project from the second video: Download

    2) Sample project with VR set up: Download
    This is what you'll find in it:
    Last edited by CodeSpartan; 04-04-2019, 09:00 PM.

  • replied
    Hi there!
    Firstly, great plugin - just what I needed to quickly get things off the starting line for my dialogue.
    One specific question though: where in the blueprints is the mouse cursor made visible? I can't seem to find it, yet when you interact with the NPC the mouse cursor appears.
    I need to find this as I want to make other things happen specifically at the same time as the cursor appears.
    Thanks in advance,
    Tony.

    Leave a comment:


  • replied
    Just a quick question.

    Would it be possible to set this up so that the player has multiple short answers to choose from, and then when the player selects one of those short answers the character will speak the long version of the text with the subtitles?

    Like how Mass Effect and Fallout 4 work.

    I don't want to know how specifically to do it, I enjoy the fun of trying to figure out the specifics for myself. I would just like to know if this is something compatible with this plugin.



    Though I wouldn't be against a general pointing me in the right direction.

    Leave a comment:


  • replied
    Answered by email. I should make a video tutorial on that subject.

    Leave a comment:


  • replied
    Originally posted by CodeSpartan View Post

    Sure,



    Then create this function:



    And then:



    I did all of this and that works great, but in the question for. Then, Originally posted by Glabrezu about save your reply here, so you avoid saving the dialogue ending nodes in your history: at the Close Dialog Branch save player replay history ? can you help on that ?

    Leave a comment:


  • replied
    Good day, so i have started from the beginning of this forum to try to find some referent to how i can only show the question to the npc one time, so when i get back to ask my second question the question you ask before is not disabled anymore ? any help on this. Thanks

    Leave a comment:


  • replied
    Hi CodeSpartan and all dialogue plugin users. I really enjoy the plugin and playing around with it. I know this is on my side, not plugin, but... I want to clarify it is possible, because my blueprint / code knowledge is still bit limited...sorry if my questions are too simplistic.

    What would be the best way to implement this functionality, I suppose it should be possible with conditions and node IDs:

    - When Question (A) is once visited, next time I would like to show Question (B) and hide Question (A)
    - Show Question (C) only if player have specific items in the inventory (this part I have almost done) + player asked Question (A)
    - when Question (C) is visible, Question (B) is hidden
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    I am not precisely sure how to achieve the hiding and showing specific nodes based on their IDs. But should be probably possible with creating struct of visited nodes and based on that hiding and showing specific nodes.


    - Do not mind the text in nodes here, but what if I want to show node (E) only after node (D) was visited? (referring to another part / level of dialog hierarchy tree)
    - Do I need to add some custom made parameter in c++ to nodes to be able to identify what ever the node anywhere in the hierarchy? Would it be easiest way how to query / access the individual nodes?
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    Hope it is clear what I would like to do. I plan to try it bit more tomorrow, but I am interested if there is more then one solutions to this and what would be the best way to do it also in mater of reusability for other dialogues / similar situations.
    Attached Files

    Leave a comment:


  • replied
    Originally posted by DsyD View Post
    Does the new "varname" system require 4.22 or does it also work in 4.20?
    It requires 4.22.

    Leave a comment:


  • replied
    Does the new "varname" system require 4.22 or does it also work in 4.20?

    Leave a comment:


  • replied
    Any ideas to remove temporary dialogue widget? i have problem during level sequence, i see button on screen when levelsequence is in play, at the end of sequence i want to see the rest of dialogue, and I need to remove next button in my dialogue, anyone can help me?

    Leave a comment:


  • replied
    Originally posted by Elsia View Post
    Hi everyone, do you know a way to can select an response just one time ? Thanks
    It's been discussed in this thread a couple of times, but it will require some blueprints knowledge. I'll probably end up recording a tutorial about that.

    Leave a comment:


  • replied
    Submitted an update, it should be processed soon (usually takes a couple of days).
    When it goes live, new in 4.22:
    • Fixed a crash related to using delays in conditions/events.
    • VarStrings. Please read the documentation to learn more about them. They're very easy to use. There's a 2 minute video tutorial, or text explanations.
    In short, it's a system that allows you to type something like %charname% in your dialogue, and then to easily substitute it with any runtime information, like your character's name in this example.

    Leave a comment:


  • replied
    I just wanted to say thank you so much for this plugin. Very useful and easy to use. For anyone interested I did a twitch stream on this - working on adding conditions and events -



    Hopefully it might be useful to some people.

    Leave a comment:


  • replied
    Hi everyone, do you know a way to can select an response just one time ? Thanks

    Leave a comment:


  • replied
    Originally posted by Pakyman View Post
    Hi CodeSpartan I'm noticing that dialogues among multiple actors are not supported. Am I doing something wrong?

    Pretty strange, since it's just needed to have multiple names / npc references in the dialogs that you can switch in the single node!
    It depends entirely on how your game presents the speaker.

    So if we're talking about a game like Pillars of Eternity, the way to have a different speaker is to simply put a dialogue event on a node when someone else is speaking. The event would have to do the following:
    - Change the name of the speaker in the widget
    - Change the portrait (if one is available)
    - Move the camera over to the NPC in question

    As you can see, all of that is strongly game-dependent, so it's not "part of the plugin" per se, but the dialogue events system (see second video tutorial) easily supports this. You can do this with this plugin rather easily. Once you've created this "dialogue event", you can reuse it to switch between characters at will.
    Last edited by CodeSpartan; 03-25-2019, 01:44 PM.

    Leave a comment:

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