How To Use Unreal's Built-In Dialogue System - Common Conversation

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 18

  • @galafik6084
    @galafik6084 ปีที่แล้ว +4

    Thanks for covering this. Epic refuses to document their own features...

    • @ilcanalechenonce
      @ilcanalechenonce  ปีที่แล้ว +5

      In their defense, this is an experimental plugin so it's understandable they did not write docs for it. But glad to be of any help!

  • @Daucus
    @Daucus 3 หลายเดือนก่อน +4

    As of writing this comment the Common Conversation feature has been added as it's own experimental plugin and is no longer hidden!

  • @NothingNodbody-jt1jm
    @NothingNodbody-jt1jm ปีที่แล้ว +4

    Man finally I understand this! Had no idea where to start!

  • @ross.metcalf
    @ross.metcalf 7 หลายเดือนก่อน +2

    I think the "failed but visible" is for when a dialogue choice is visible, but not selectable for some reason. For example, say you need the "axe" item to chop down the tree. If you don't have the axe, you won't be able to chop down the tree, but it will show you the option as grayed out. It let's the player know other paths would be available if their inventory was different.

  • @l_t_m_f
    @l_t_m_f 10 หลายเดือนก่อน +3

    this video helped me a lot get it working on my end. its a bit over the place tho and I had to rewatch like 5 times to figure it out. it would be so useful if you could provide the blueprints as well on the github but it might be tricky as I notice you have a lot of setup in place (CommonUI, etc.) luckily because my game is built on top of Lyra I had the necessary setup to easily implement the same stuff. seems like a super useful plugin especially since there seems to be integration in mind with the other systems.

    • @ilcanalechenonce
      @ilcanalechenonce  10 หลายเดือนก่อน +3

      Ahah all "over the place" is how I would describe myself in general 😁 but i definitely agree, it's not very structured. About giving out the blueprints that's definitely the reason, the ones I'm showing in the video are part of a project with various dependencies and would need to be cleaned up. The idea behind the video is that if I manage to explain the concepts behind the tool, then implementation should be easy. I'm glad you managed to get there eventually. Thanks for your feedback!

  • @Xylot
    @Xylot 16 วันที่ผ่านมา +1

    Can you at least add a note explaining how to install the FGConversations add-ons? Do I put it in my project's Plugins folder? Unreal's? I tried both and both times Unreal Engine showed an error and refused to load the project. Where do I put this folder?
    EDIT: For anybody who comes across this and can't get this to work, make sure you have a C++ project. If it's a Blueprint project, convert it to C++ by: adding a new dummy C++ class (can have a parent of None) and naming it something generic; right-clicking on the .uproject file and regenerating Visual Studio project files; adding the FGConversations folder to the Plugins directory; regenerating VS files again; then opening up the .sln solution file in Visual Studio, right-clicking on the project name, and selecting Build Solution. After this, load up the project and the plugin should appear!

    • @ilcanalechenonce
      @ilcanalechenonce  15 วันที่ผ่านมา +1

      Hey there! The code is just a few base c++ classes. You can just copy them wherever in your source directory and then subclass them in Blueprint

    • @Xylot
      @Xylot 14 วันที่ผ่านมา

      @@ilcanalechenonce Thank you! Your tutorial is great, so I'm glad I can continue it now. 😁

    • @Xylot
      @Xylot 10 วันที่ผ่านมา

      @@ilcanalechenonce Sorry, another question. Once the FGConversation files are in the Content folder, how do I get it to show up when I add a component to an NPC's blueprint?

    • @ilcanalechenonce
      @ilcanalechenonce  9 วันที่ผ่านมา +1

      You need to put them in the source directory just any other c++ file. Then you'll be able to see it popping up as a blueprint base class in the editor.

    • @Xylot
      @Xylot 8 วันที่ผ่านมา +1

      @@ilcanalechenonce I totally forgot that my project was a Blueprint project while this needed C++ to be active. I converted my project to C++ by adding a new dummy class, regenerating Visual Studio project files, adding the FGConversations folder to the Plugins directory, regenerating VS files again, then selecting Build Solution in Visual Studio when editing the .sln solution file. Thank you again for this plugin!

  • @SeanShortreed-z3i
    @SeanShortreed-z3i 11 หลายเดือนก่อน +1

    Hi! Did you move your plugin/utilities somewhere else? I cant seem to find it on your github. Thanks for the great breakdown!

    • @ilcanalechenonce
      @ilcanalechenonce  11 หลายเดือนก่อน +1

      The repository was private 😅I just turned it public and you should be able to access it!

    • @SeanShortreed-z3i
      @SeanShortreed-z3i 11 หลายเดือนก่อน

      @@ilcanalechenonce Thank you!

  • @user-gv9uq4pz2z
    @user-gv9uq4pz2z 4 หลายเดือนก่อน

    Thank you for the Tutorial and content! Actually I would've like to have your Prebuild Widget but there is nothing in the content folder is that normal?

    • @user-gv9uq4pz2z
      @user-gv9uq4pz2z 4 หลายเดือนก่อน +1

      Oh neverminded I've seen the answer in other comment