Тёмный

UE5 | Ultimate Dialogue System - Tutorial - Pt4 

Michael Pattison
Подписаться 2 тыс.
Просмотров 5 тыс.
50% 1

Welcome to this tutorial on how to create a dialogue system in Unreal Engine 5! In this video, we'll go over the basics of setting up a dialogue system using Unreal Engine's powerful Blueprint visual scripting language.
Whether you're a beginner to Unreal Engine or an experienced developer looking to add dialogue functionality to your projects, this tutorial is a great place to start. So grab a cup of coffee, fire up Unreal Engine 5, and let's get started!
Want to continue the discussion? Why not join my discord.
Discord: discord.gg/CyUZjNMhcr
If you want to support me, why not conciser making a donation?
ko-fi.com/pattym

Опубликовано:

 

17 окт 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 55   
@ShiftTheBit
@ShiftTheBit 8 месяцев назад
Just wanted to say thank you for making these tutorials. I followed parts 1-3, and I'm looking forward to trying this one as well. Extremely helpful!
@acertainredpanda1115
@acertainredpanda1115 7 месяцев назад
Love the contribution of your daughter :)
@mpattym
@mpattym 7 месяцев назад
It's actually my 4 year old son. He does have a delicate voice at his age though. Haha.
@Kikilo95
@Kikilo95 7 месяцев назад
Thanks for these amazing tutorials, watched from start until the end of this one and will continue with the next ones!
@iibool
@iibool 8 месяцев назад
Very good tutorial, hope more people discover it.
@HoracioSchvemler
@HoracioSchvemler 3 месяца назад
Very good, it took me a while but I finally did it, thanks to you.
@Josh_Alfaro
@Josh_Alfaro 2 месяца назад
Hey man, just want to express my gratitude for your hard work. This series is truly quality stuff. This is going in my game forsure. Do you do any subscriptions or lessons? Do you have a website?
@Geo-di7yf
@Geo-di7yf 6 месяцев назад
Hey, thanks for the tutorials! Great stuff! Question: When edit the event graph in AC_Dialogue_Base and try to compile it, the engine just freezes, only closing it helps. Any idea why is that? That doesn't seem to be the case for you. UE5.3.2 version
@sachchitlauvyadaskakoty
@sachchitlauvyadaskakoty 6 месяцев назад
It's the engine problem bro/sis...
@sachchitlauvyadaskakoty
@sachchitlauvyadaskakoty 6 месяцев назад
Use 5.0 for best result
@mpattym
@mpattym 6 месяцев назад
As mentioned by sach, this is an engine issue. I've found that if this happens, make your changes, save and then compile. The engine will still crash but when you reload, the changes will be saved and the BP will compile normally. Hope this helps.
@studiotouge
@studiotouge 4 месяца назад
These tutorials have really been a great help! Awesome work explaining everything in depth. I was curious on what you thought might be the best way to 'move Ai to' at a specific part of the conversation? For example after the "aw, I really want some cheese" example in your project.
@mpattym
@mpattym 4 месяца назад
I'm glad you found it helpful. You could call the 'AI move to' on the updated pin (instead of passthrough) when you want the NPC to move. You can easily get the owner of the dialogue component and get the Ai controller from it.
@studiotouge
@studiotouge 4 месяца назад
@@mpattym Took me a little time trying different nodes as was looking for 'AI move to' rather than 'move to location' from the AI controller node but seems to work fine for my needs. Thank you for getting back to me so soon!
@WsEKond
@WsEKond 8 месяцев назад
Really cool tutorial!🎉
@FooDer99
@FooDer99 18 часов назад
if during the animation the actor (mouse) moves so that the line trace stops falling on the actor (mouse), and then returns to the line tace field of view again, the sound will start to play again, and a new dialog box will appear that overlaps with the old one. this is a bug, how can I fix it?
@Jose-gz9up
@Jose-gz9up 29 дней назад
Thanks for the tutorials men! You are the best! I have a problem the audio is not playing, but the anim montage are. I did everthing on the video I checked a lot of times I think the audio component is not creating or i don't have idea xd
@mpattym
@mpattym 28 дней назад
You want to make sure the dialogue component is set to use audio. There's should be a bool you have to tick so that it'll create the audio component. Hope this helps. :)
@michelhafliger536
@michelhafliger536 8 месяцев назад
It would be cool to have a feature where the progress for each NPC is saved when changing levels or restarting the game.
@ChrisWaitt-uq3xi
@ChrisWaitt-uq3xi 7 дней назад
Amazing tutorial! Did I miss a part where you show how to create the hold e to talk widget and the soft outline around the npc? thanks
@mpattym
@mpattym 7 дней назад
@@ChrisWaitt-uq3xi that's shown in the interaction system tutorial series. It's not required for the dialogue system so it's up to you if you want to switch over to it (or another interaction system).
@ChrisWaitt-uq3xi
@ChrisWaitt-uq3xi 7 дней назад
@@mpattym Thank you!
@Wazz555
@Wazz555 2 месяца назад
Thank you for this tutorial, but I did run into a slight problem. Everything works fine and great up until the game is packaged, then animations stop working. In Editor and Stand-Alone they work fine. Wondering if you had the same issue.
@surreality2008
@surreality2008 5 месяцев назад
Hi Michael, great tutorial thanks. Time 17:57 mentions how Get Components by Class could be used if we had a character with multiple skeletal meshes. Do you know off-hand what filter setup that would be? I'm guessing something to do with a For Each Loop and integers. Looking through UE5 documentation but I'm a little lost on how to put the filter together. Any pointers for how to get a reference to "main" mesh for multiple skeletal meshes characters?
@mpattym
@mpattym 5 месяцев назад
I would just add a tag called 'Main' to the relevant skeletal mesh and use the 'Get Component by Tag'. You can specify the component type and the tag. As long as you only have one skeletal mesh with the tag 'Main' it'll be the only one it'll fine.
@Drachir08
@Drachir08 8 месяцев назад
Great content bro, one minor question. Where in the widget did you apply the padding between the two options? I tried changing the values around on the button but nothing works.
@mpattym
@mpattym 8 месяцев назад
In the update dialogue function in the W_Dialogue widget, pull from the return value on the 'Add Child' node , cast to 'Vertical Box Slot' from the return value on the cast node, then call 'Set Padding'. I just added a padding of 8 to the top. Hope that helps. :)
@FariCorporations
@FariCorporations 8 месяцев назад
Finally!
@Keithusus
@Keithusus 6 месяцев назад
Thanks for the great tutorial mate, wondering if there is a nicer way to implement the interaction interface in a CharacterController BP?
@Indio_Punk
@Indio_Punk 6 месяцев назад
Thank you, your video helped me a lot, oh your son is very cute ^ ^
@GameCreatorOfGod
@GameCreatorOfGod 2 месяца назад
Ok So, I added a camera switch in the master AC_DialogueBase And it works, it switches back and forth. Now I am lost and need help if possible. When playing montage anims it only plays on him and not my player even though Im loading my player montage anims. I know I added play montage in skeleton mesh component but I can not find a way to choose what one.
@Sunachamon
@Sunachamon 7 месяцев назад
Love the Tutorial a lot and will be following future steps! However the sound part isnt quite working for me. I tripplechecked the video node by node and everything seems identical, however i do keep getting an error message saying, that the AudioComponentReference is empty and therefor can't be accessed to Set sound of Play Audio. ("Accessed None trying to read property AudioComponent"). I feel like the "Add Audio Component" is not doing, what its supposed to, and therefor i am left with an Empty reference Variable. Any idea what i might have overlooked? Ty in advance! :)
@mpattym
@mpattym 7 месяцев назад
Near the beginning we setup dynamically adding the audio component based on if a bool is true. Check to make sure that bool is ticked. (True)
@Sunachamon
@Sunachamon 7 месяцев назад
@@mpattym thanks for the fast reply! Yes it is set to true. I event went ahead and tried it without using a boolean check at all, aka feeding it straight into the node. In both cases, the error persists. :/
@onurtercan
@onurtercan 6 месяцев назад
@@Sunachamon Hello there, I was going through the same issue. I used print strings to check where is the problem yet couldn't find it. Until I placed a print string after the begin play node. Then somehow it worked. Afterwards I deleted the print string node and it is still working.
@withu123
@withu123 6 месяцев назад
when I add any nodes in AC_Dialogue_Base evemt graph, unreal engine crashes after compilation. Do you know what is causing this situation?
@gudakoccc2596
@gudakoccc2596 2 месяца назад
same, and after I deleted the child dialogue component, the problem disappeared.
@MrGalloRg
@MrGalloRg 7 месяцев назад
I have a question. The sounds are playing correctly, but I can't get the animations to play. Any idea what might be happening? Do I need to change any parameters of the skeletal mesh to be able to use AnimationMontages?
@mpattym
@mpattym 7 месяцев назад
If you're not using the animation blueprint that comes with the template, check to make sure you have a default slot setup in the animation blueprint. This is used to play montages.
@MrGalloRg
@MrGalloRg 7 месяцев назад
@@mpattym Exactly. I just checked that and fixed it. Thank you very much. Greetings from Argentina
@proceduralgunk
@proceduralgunk Месяц назад
@@mpattym thank you I had this issue too
@leotheguard
@leotheguard 7 месяцев назад
Hi! First of all thanks a lot for this great tutorial series. Helped me a lot with my game I´m working on. I´m kind of new to programming with Blueprints and I don´t seem to find what´s causing the following error: "RequestAsyncLoad() called with empty or only null assets!" Neither the Animation nor the Sound gets played while having the conversation, even though assigned. Does anyone have a hint for me?
@mpattym
@mpattym 7 месяцев назад
That sounds like you might be missing one of the 'is valid' checks. The error is because a request to async load something is called with an empty/invalid ref.
@gamemekaniktr7562
@gamemekaniktr7562 7 месяцев назад
bro can you make a inventory tutorial as well that you showed in the devtalk video ???
@sachchitlauvyadaskakoty
@sachchitlauvyadaskakoty 6 месяцев назад
Hello sir, please I need help, I dont know how to add animations, can you please help me about this coz I watched other tutorials but none of them worked so please i need help
@mpattym
@mpattym 6 месяцев назад
Assuming you have no errors and note using the default character (Manny/quin) you most likely don't have a montage slot in the animation blueprint. This is required for montages to play on the character. If you already have this, you need to make sure the montage you are trying to play is for the skeleton of the character.
@sachchitlauvyadaskakoty
@sachchitlauvyadaskakoty 6 месяцев назад
@@mpattym sir just 10 mins before you gave me this reply, I realised that the main problem was the anim montage and I created my animation to anim montage... Thanks a lot for this reply but sir still after putting the montage in the slot the mouse is not showing any animation so please can you help me sir
@Suffi8150
@Suffi8150 8 месяцев назад
will we get the stats sytems next?
@mpattym
@mpattym 8 месяцев назад
I don't think so. Whilst I've been playing around with different stat systems, they tend to be convoluted and confusing. With how much stats can affect gameplay, I don't want to share clunky system until I've gotten something that easier to follow and manage.
@Suffi8150
@Suffi8150 8 месяцев назад
@@mpattym that fine.
@bharatharima2180
@bharatharima2180 3 месяца назад
Can you please tell me about facial montage setup
@mpattym
@mpattym 3 месяца назад
I've not done facial animation myself but from my understanding, if the skeleton has facial bones, you would play a montage/animations the same way. Some games choose to have two character models though, one with and without these bones. If this is the case, you would need to switch the skeletal mesh to the relevant one before playing the montage.
@MrGalloRg
@MrGalloRg 7 месяцев назад
U are god?
@mpattym
@mpattym 7 месяцев назад
Well, now you mention it my name does mean 'like' god. ;) On a serious note, I can assume you found the tutorial series helpful. :)
@Todarum2
@Todarum2 6 месяцев назад
Hi again mate, dont know what happened but my last comment is gone and i cant see your response anymore :( Update so far, i installed version 5.0.3 and got extremly frustrated as i couldnt downgrade my project from 5.3, so i began rebuilding my game from scratch and was sooo frustrated at a point that i reopened the 5.3 version project, and all of a sudden the compile worked .. miracles .. they do happen it seems
Далее
UE5 | Ultimate Dialogue System - Tutorial - Pt5
46:52
Просмотров 3,6 тыс.
moto tag - AirTag для Android
00:47
Просмотров 597 тыс.
6 Years of Learning Game Development
17:20
Просмотров 162 тыс.
USE Gameplay Tags
10:38
Просмотров 49 тыс.
How I Became a Sea of Thieves Developer
8:05
Просмотров 261 тыс.
When Gamers Turn Into 5-Star Voice Actors! #2
12:12
Просмотров 643 тыс.
10 Minutes vs. 10 Years of Animation
19:29
Просмотров 1 млн
How To Make A Game Alone
16:44
Просмотров 274 тыс.