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Pro Dialog System - Documentation

Documentation will be available in this language soon

Connecting to the project

If you have a new project, you can simply connect a ready-made character in your project! To do this, go to: //Project Settings/Maps & Mode/Default GameMode/ Here just select BP_GameMode and you will have a customized character.

Connecting your character

To connect the system to your character, simply add a component to the character BP_DialogComponent. The system is fully connected and ready to work!

Creating a new task

To create a new dialog, you need to create a child class from BP_MasterDialog. In the created dialog tree, you need to fill in the structure Dialog Windows Info. You need to put the abbreviated text of the player's dialog there, configure the requirement for its use and then build the structure of the dialog itself in the editor window using the system functions. For example, a dialog template from the demo video has already been created in the cassette BP_Nains which you can quickly get used to.

Tables

The dialog system is able to work with dialog tables. The main file is DT_All_Dialog in which you can put all the dialog tables provided in the project. To create new tables, you need to use the structure S_Dialog_Table and then add this table to the main file CDT_All_Dialog.


Table structure:


Requirement in the dialog

In order to add options for requirements to the dialog, you need to put the settings in the structure S_ReplicaRequirement. After that, you need to configure the display of the replica in the widget W_Dialog_Slot. By default, there is already a configured requirement for the player's level.


Functions

Control over the dialog:


Dialog Camera:


Macros for launching replicas:


Functions for managing replicas:


Dialog behavior:


Dialog Settings:


Special Dialog Information:


Additionally