Thanks for putting this together. Some great tips and advice on working with Replica Studios and Unreal Engine. Looking forward to seeing more in the future.
❤️ I actually learned a bit more about UE4 thanks to you! Thank you so much for taking the time to teach and give us the opportunity to learn! This helped me out so much!
Didn't work at first, but then I realized I selected the wrong Event Dialogue Occurs on the bottom left of BP_DialogueCharacter (double check this, it needs to be red). Also at 13:15 To allow the player to click E again to interact a second time (after finishing the first dialogue) without needing to leave and re-enter the collision box, connect the top right Reset Dialogue (right white arrow) to the top left Cast To ThirdPersonCharacter (after on component begin overlap).
Great tutorial. I noticed i couldnt just duplicate NPC and change dialogue. Was hoping it would be that easy. I do need to do these same steps with every NPC to have dialogue?
How would I stop the player from progressing to the next dialogue box if a the NPC voice acting is still playing? Right now if the player decided to skip to the next text box the voice acting just keep playing overlapping
Thank you for this awesome tutorial and explaining it quickly and in an easily understandable way. Question: When you finish talking to the NPC and the text is gone, you have to End Overlap before being able to interact with the same NPC again. Is there an easy way to reset the Interaction when the reset dialogue event occurs instead of having to End Overlap first?
ik this comment is really old but I just did it by instead of using Remove From Parent I set the visibility to hidden to all the UI elements, then set textRow to -1
@@kylepummell250 My problem arose when I copied the NPC blueprint to create a similar one, but with different clothes. Everything works except the E keypress, which I guess means that the dialog interface is the issue since it is linked to the third person char blueprint. So the third person blueprint needs to be reworked to enable the dialog to work with more than one NPC blueprint. Any thoughts on how to do that?
@@jeff_holmes I would try having a base blueprint and inherit from that and make sure the inherited blueprints are calling the needed parent methods/events
Probably only if the model has blendshape keys and you would need to use a timeline to activate it by the morph target’s name. It’s similar to automatically letting the character blink.
firstly, thanks a lot for your sharing!! i made some steps for another 2 actors but it won't work.. i also added to thirdpersonchar's BP same function about pressing e to interact. it works for first actor but won't work for second and third one. any idea why?
@@jeff_holmes i determined that far, everything seems ok at BPs but if i add npctext (13:33) with letters to 2nd or 3rd actors, nothing happens. if i won't add letters (i mean only empty array elements for 1 or more) black/image box occurs when i press E.
@@sugarboi7373 Are these new actors an instance of the same blueprint, or did you copy the dialog chars blueprint? It worked for me when the new actor was an instance (of course you have to set the text and audio vars for that new actor in the viewport), but not when I copied the blueprint. It's related to the dialog interaction I think, since the third person blueprint specifies that for the E press. I think we need another way of passing the E press event.
Actually, I just realized that when using the new blueprint, I had to change the Class Filter in Get Overlapping Actors to match my new blueprint class. Works now on an instance of my new (copied) NPC blueprint.
Finally a short, straight forward and understandable tutorial for dialogue system!
OMG! You are a life saver! I am late at submitting a project because other tutorials did not work at all! Thank you so, so, SO much!!
Thanks for putting this together. Some great tips and advice on working with Replica Studios and Unreal Engine. Looking forward to seeing more in the future.
❤️ I actually learned a bit more about UE4 thanks to you! Thank you so much for taking the time to teach and give us the opportunity to learn! This helped me out so much!
Didn't work at first, but then I realized I selected the wrong Event Dialogue Occurs on the bottom left of BP_DialogueCharacter (double check this, it needs to be red). Also at 13:15 To allow the player to click E again to interact a second time (after finishing the first dialogue) without needing to leave and re-enter the collision box, connect the top right Reset Dialogue (right white arrow) to the top left Cast To ThirdPersonCharacter (after on component begin overlap).
how'd you get the red event dialogue box? All I can find are blue ones with extra nodes
@@Braindead-Baby-Hazel yo hazel
this fixed my bug, tysm
Very helpfull and clear tutorial. Thank you so much!
Thank you, this tutorial is awesome!
Great tutorial. I noticed i couldnt just duplicate NPC and change dialogue. Was hoping it would be that easy. I do need to do these same steps with every NPC to have dialogue?
Pls Make on How to aim and Equip a gun in third person. 🙏🙏 without downloading the Animation starter pack and using yoir given animations
why do you need a tutorial for this just check a turorial with the anim starter pack and use other animations if you have
Thanks a lot , can you continue this tutorial for th player as well please?
When I press e the print string won't work
Very helpful, thank you.
How would I stop the player from progressing to the next dialogue box if a the NPC voice acting is still playing? Right now if the player decided to skip to the next text box the voice acting just keep playing overlapping
Fantastic!
Great video
Thank you for this awesome tutorial and explaining it quickly and in an easily understandable way. Question: When you finish talking to the NPC and the text is gone, you have to End Overlap before being able to interact with the same NPC again. Is there an easy way to reset the Interaction when the reset dialogue event occurs instead of having to End Overlap first?
ik this comment is really old but I just did it by instead of using Remove From Parent I set the visibility to hidden to all the UI elements, then set textRow to -1
After all the text is done, the black box still stays until you press the interact button, anyway to fix it?
How can I do this with animated text?
thanks sir
if not compile , the blueprint interface won't show the Event with gear icon 👁
thanks
Can you make a on timer for different levels
Anyone have the problem where the text gets stuck on the screen after a few successful conversations?
Thank you so much dude
But.. is it possible to make the text appear letter by letter?
I haven't gone through it yet, but I came across this video (Unreal Engine - Easy Typewriter Text Tutorial): th-cam.com/video/x_wDtEixbuo/w-d-xo.html
Right now the dialogue is starting on the second line. This should be a simple fix I'm just noting it here.
Hi would this method work for say examining/interacting with an item and having a text box appear explaining it?
just make that item a character
Anyone know why I can't get references to my UI Widget?
Hi, I really like your tutorial, my only problem is, it only works with just one NPC, how do I make another one have the same blueprints? thank you!
Create a Child blueprint
You can have multiple instances of the same blueprint in a level and each one can have different text and audio files set as their dialogue
@@kylepummell250 My problem arose when I copied the NPC blueprint to create a similar one, but with different clothes. Everything works except the E keypress, which I guess means that the dialog interface is the issue since it is linked to the third person char blueprint. So the third person blueprint needs to be reworked to enable the dialog to work with more than one NPC blueprint. Any thoughts on how to do that?
@@jeff_holmes I would try having a base blueprint and inherit from that and make sure the inherited blueprints are calling the needed parent methods/events
How do you make a character move it’s month for talking
Probably only if the model has blendshape keys and you would need to use a timeline to activate it by the morph target’s name. It’s similar to automatically letting the character blink.
firstly, thanks a lot for your sharing!!
i made some steps for another 2 actors but it won't work.. i also added to thirdpersonchar's BP same function about pressing e to interact. it works for first actor but won't work for second and third one. any idea why?
I'm a UE noob, but when you check for E being pressed, are you checking for the correct Overlapping Actors?
@@jeff_holmes i determined that far, everything seems ok at BPs but if i add npctext (13:33) with letters to 2nd or 3rd actors, nothing happens. if i won't add letters (i mean only empty array elements for 1 or more) black/image box occurs when i press E.
@@sugarboi7373 Are these new actors an instance of the same blueprint, or did you copy the dialog chars blueprint? It worked for me when the new actor was an instance (of course you have to set the text and audio vars for that new actor in the viewport), but not when I copied the blueprint. It's related to the dialog interaction I think, since the third person blueprint specifies that for the E press. I think we need another way of passing the E press event.
Actually, I just realized that when using the new blueprint, I had to change the Class Filter in Get Overlapping Actors to match my new blueprint class. Works now on an instance of my new (copied) NPC blueprint.
That's a monologue.
Muito bom!
Mine just shows a black box when I press E. Any suggestions?
HELLO HAVING THE SAME TROUBLE HAVE YOU FOUND HOW TO FIX THIS?
@@Zylem_G sadly not. Never got past that problem. Kinda put a stop to my game unfortunately.
@@nathanaellands51 yes
@@nathanaellands51 i found the solution check what you putting into the list
@@Zylem_G okay I’ll check it out
thanks is Russia men!
13:50 nothing happend
same.. did you ever figure this out?
It looks odd mister.
Bro, are you going somewhere that you need to talk so fast?
Can I contact you