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  • replied
    Originally posted by JR_SilentGames View Post
    Hello - I have a really strange bug inside the Dialogue files, the little arrows that are supposed to appear on the connector lines are enormous!

    Have you seen this before and have any suggestions for a solution? It doesn't affect functionality but it's pretty annoying!

    Click image for larger version

Name:	VisualBugwithDialogueEditor.png
Views:	40
Size:	200.5 KB
ID:	1674070

    In case anyone else had this issue, it was resolved by rebuilding after downgrading VS2019 to 16.2 (issue occurs on 16.3).

    Leave a comment:


  • replied
    Hello - I have a really strange bug inside the Dialogue files, the little arrows that are supposed to appear on the connector lines are enormous!

    Have you seen this before and have any suggestions for a solution? It doesn't affect functionality but it's pretty annoying!

    Click image for larger version

Name:	VisualBugwithDialogueEditor.png
Views:	40
Size:	200.5 KB
ID:	1674070

    Leave a comment:


  • replied
    Hey I have a few questions. First of all I cannot manage to use in text VarStrings and I can't find anything in the documentation about it. Also is it possible to have the whole conversation visible with a scroll box, similar to Emily is Away or Messenger apps. Thanks in Advance

    Leave a comment:


  • replied
    Originally posted by CodeSpartan View Post
    I had a look, and it's got nothing to do with the controller, it's just how unreal's i/o framework treats "OnKeyDown" - it keeps sending OnKeyDown events as long as the user keeps the button pressed down.

    So the workaround is simple: https://youtu.be/uCoTO4js7mY

    I'll introduce this fix in the next version, meanwhile you can fix it by following the video instructions. Thanks for the bug report.
    Thanks! I'm glad I managed to find a bug for you and that it was an easy fix! I'll be utilizing this in my next game, go devs!

    Leave a comment:


  • replied
    Hello CodeSpartan, i really like this plugin its making creating dialogues way easier than data-tables, but i have few remarks about UI (of editor)

    This will make it even better:
    - mouse-over on connections (this should highlight connected nodes)
    - key-binds from BehaviorTree (ctrl+click, alt+click - default ue4 keybinds) to move connection and break it

    There is also one bug:
    - variables from events and conditions that are not instance editable are visible in dialogue editor

    ----

    One question:
    - in my project i have to display icons next to dialogue options, so far only way i can think of implementing this is having something similar to your [impression], it will mean that i have to check (lets say if string starts) with some phrase and remove this part afterwards.
    do you know about any better option to do it?

    example:
    - one of dialogue options is quest related
    - one of dialogue options shows shop/skills/etc.

    edit: my question was answered already:
    https://forums.unrealengine.com/unre...28#post1642426

    ----

    this product is great anyway, thank you for your hard work
    Last edited by armano02; 10-06-2019, 12:34 PM.

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  • replied
    I had a look, and it's got nothing to do with the controller, it's just how unreal's i/o framework treats "OnKeyDown" - it keeps sending OnKeyDown events as long as the user keeps the button pressed down.

    So the workaround is simple: https://youtu.be/uCoTO4js7mY

    I'll introduce this fix in the next version, meanwhile you can fix it by following the video instructions. Thanks for the bug report.

    Leave a comment:


  • replied
    Originally posted by CodeSpartan View Post
    I don't have it, and I don't see how it could happen, because the code is "OnKeyDown", meaning it only triggers once when you press the button down. It can't keep triggering, unless you have a faulty gamepad, or you did something weird to your code.

    Maybe there's a bug in the stock widget? I did modify it for 4.23, so there's always a possibility. I can look at your project if you send it to me by mail. My email is on the marketplace (my seller's page).
    Apologies on the late follow up. I was finishing up a project with a dead line. I have sent you a sample recreation of the problem I mentioned when using a controller when clicking. It happens when you HOLD down the button that simulates click. It just seems to fire through an entire dialogue node sequence without pause until it's done. I do hope it's something simple to fix and as you mentioned may have missed when making a subtle change for 4.23 compatibility. Thanks again for creating this awesome plugin.

    Leave a comment:


  • replied
    Hi, the plugin is very helpful for our project and the node-based editor is an incredible time-saver.

    One quick question; I want to show the next dialogue text only on mouse click event (not using the timer). It might also used to skip the currently shown dialogue node. I’ve looked at all 29 pages of the forum thread and did not find a similar question/solution. Does the plugin allow such thing? If not, how can I add this feature? Thanks

    Leave a comment:


  • replied
    Originally posted by AIELGENERAL View Post
    holding down the button which selects on the game pad would fire not just only the current reply but automatically fire any responses or even the continue button the moment they were on screen.
    I don't have it, and I don't see how it could happen, because the code is "OnKeyDown", meaning it only triggers once when you press the button down. It can't keep triggering, unless you have a faulty gamepad, or you did something weird to your code.

    Maybe there's a bug in the stock widget? I did modify it for 4.23, so there's always a possibility. I can look at your project if you send it to me by mail. My email is on the marketplace (my seller's page).
    Last edited by CodeSpartan; 09-13-2019, 01:53 PM.

    Leave a comment:


  • replied
    Hello, first let me say thanks for making this plugin, I look forward to using it throughout many of my projects. I have a few questions bare in mind and I hope I can word them correctly.

    So when the widget is first created it appears on screen with reply options and shows the mouse cursor. If i click on the screen the mouse is consumed and does not appear leaving me unable to use it. My solution to this has been to show the mouse cursor myself upon creating the widget, so I guess that is a solution I have found. The big issue I am having is that the reply buttons and the continue button do not have focus upon the widget being created meaning that the d-pad on a game pad do nothing. To fix this I set focus on the widget and this led to an issue in which holding down the button which selects on the game pad would fire not just only the current reply but automatically fire any responses or even the continue button the moment they were on screen.

    So it seems that setting focus on the widget so i can use a game pad will focus the buttons so i can select them but it is also keeping focus and if I hold the select button down it will fire any buttons that appear. I hope i have described my issue well enough that you can assist me in finding a way to fix this.

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  • replied
    Submitted the 4.23 version. As always, it should go live in a couple of days.

    - Fixed a bug where VarStrings wouldn't get replaced in player spoken lines.
    - Fixed a bug where the widget would consume all input: OnKeyDown would return "handled" for all keys, instead of just the ones that we want to use.
    - For C++ users: changed RecieveEventTriggered from BlueprintImplementableEvent to BlueprintNativeEvent.

    Leave a comment:


  • replied
    Originally posted by PrincePac92 View Post
    Much thanks CodeSpartan.

    But i has some other questions.
    If i trigger an event via your system, i always can click "continue".

    So i have an camera transition to a gate, that opens and than the camera fade back.
    Is there a way to "wait" until the event is done? So that the player cant click continue if the sequence is playing.
    One example of doing it: in the event itself, hide the entire "DialogueWidget", launch the sequence, delay 5 secs, show the widget back.

    Leave a comment:


  • replied
    CodeSpartan Hi, didn't know how else to contact you. I have some paid custom work needed for your character customization plugin. Please contact me khangle81@gmail.com if you're interested. thanks!

    Leave a comment:


  • replied
    Much thanks CodeSpartan.

    But i has some other questions.
    If i trigger an event via your system, i always can click "continue".

    So i have an camera transition to a gate, that opens and than the camera fade back.
    Is there a way to "wait" until the event is done? So that the player cant click continue if the sequence is playing.

    Leave a comment:


  • replied

    Originally posted by ExHe11 View Post
    Hello! Can I use this plugin to implement a dialogue between two or more characters?

    It's not there out of the box, but you can implement it using "dialogue events".
    A switch between characters could mean doing the following in a custom dialogue event:
    - switch the camera position
    - updating the name of the speaker in the UMG widget
    - updating the portrait

    In short, it's not complicated, but you have to know blueprints.

    Originally posted by ExHe11 View Post
    Does animation connect on its own or can it be done using your plugin?
    Same as above. You can call any animation logic you want using dialogue events.



    Originally posted by PrincePac92 View Post
    CodeSpartan
    2. I want to ask also how i can set the player answer in the text box as the chat partner as well. So that i can see my selected choice.

    3. [Idea] And how about an option, that you can change the start, if you already talked to the npc. So that he gives you first a quest and at the second time he give a tipp or something like that. (i know i create it with a bool right now, But would be a nice comford way, because in many games you can talk multible times with a npc).
    2. Modifying the UMG widget would be required.
    3. Using "Dialogue Event", put the NPC into some array that signifies that you visited him. In the dialogue tree, make a "dialogue condition" to check if you visited the NPC and branch the dialogue using that.

    Leave a comment:

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