This plugin offers nodes to use in Behavior Trees. With them we don't need a new dedicated interface to use in Unreal Engine's Editor, you can add your dialogues next to other basics AI actions. Plus, it works with the Gameplay Ability System and provides a basic Dialogue ability you can tweak.
⚠️ This is still a Work In Progress plugin. For now, docs and some very useful features missing to use it in a production games, like serialization of the Dialogues History (see below) to allow saving data across levels or make a savegame, but keep in touch!
- Gameplay Ability System (native UE4 plugins)
- NansUE4TestsHelpers (free UE4 plugins)
- NansCoreHelpers (free UE4 plugins)
- NansUE4Utilities (free UE4 plugins)
- NansUMGExtent (free UE4 plugins)
- NansBehaviorSteps (free UE4 plugins)
Node | Node Type | Usefull for/when |
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Service | - Instantiate a service which communicates with PlayerDialogueComponent to manage dialogue points and instantiate Dialogue ability - Instantiate a service which manages difficulty for each dialogue - Prepare IDialogueHUD to display Dialogue UI and save previous displayed UI |
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Service | ||
Decorator | This just checks if the UI you asked is currently displayed. | |
Decorator | You should probably never use it, but it exposes the full search API. All other "Check" BT Decorators bellow are just most intuitive interfaces but use exactly the same API underneath. | |
Decorator | Will search and compare all points earned (unmitigated) by categories in the current Dialogue session. | |
Decorator | Will search and compare points earned (unmitigated) in a specific step (Dialogue block). | |
Decorator | Will search and compare the response position which has been chosen in a specific step (Dialogue block) | |
Task | Will call the IDialogueHUD method DisplayUIPanel() |
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Task | ||
Task | This will use a dedicated panel of the current dialogue UI to prompt a NPC message. | |
Task | Offers you an interface to configure the ButtonSequence Dialogue's UI, more details in the UIs sections. | |
Task | Offers you an interface to configure the SimpleResponses Dialogue's UI, more details in the UIs sections. | |
Task | Offers you an interface to configure the WheelResponses Dialogue's UI, more details in the UIs sections. |
This is a really basics component for now (more will comes for it), its purpose is to clean up the Behavior Tree its NPC owns when a dialogue aborts.
Its purpose is to save all the Dialogue results, communicate with the Dialogue Ability and make some searches in the last Dialogue results.
ℹ️ WIP
ℹ️ WIP
ℹ️ Soon
Take a look at the dedicated chapter in the Make It Works page.
Look at the Make It Works page
I've decided to make all the code I developed for my games free to use and open source.
I am a true believer in the mindset that sharing and collaborating makes the world a better place.
I'll be very glad if you decided to help me to follow my dream.
How? | With |
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Donating Because I'm an independant developer/creator and for now I don't have any income, I need money to support my daily needs (coffeeeeee). |
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Contributing You are very welcome if you want to contribute. I explain here in details what is the most comfortable way to me you can contribute. |
CONTRIBUTING.md |