Комментарии •

  • @Barcode6321
    @Barcode6321 2 года назад +40

    The code when copy pasted is so broken, beyond repair. Damn, part one worked but is kinda useless without part 2 working as well. Even when I use UE 4.26 (which is the version listed on the "Nodes 1" link, it's still broken. Seems not to matter what engine version one is on, it simply is ineffective.
    I'm clearly not the only one who realised this, because I see dozens of other comments saying the same thing. None of those comments got any help for the creator of this video, so safe to assume mines won't either. It seems the only comments that did get replies directly from the creator of this video are comments talking about "Great Tutorial" or "Worked perfectly", which is odd because dozens have noticed it's broken, but a handful of randoms supposedly got it working with no errors? Highly unlikely unfortunately. If you are reading this, be warned.

    • @uetc6698
      @uetc6698 Год назад +3

      I agree with you. This is a bit ridiculous.

  • @silentplaygames
    @silentplaygames Год назад +18

    So the part on 2:38 is the bottleneck of this tutorial.
    TLDR: it's broken mainly because of missing references.
    To solve all the errors you should delete pasted code (or don't paste it in the first place) and open all downloaded files before that.
    I have failed first two times, so I have to delete 5 files within UE, then close editor, then paste 5 files again in Content folder specifically, open them in particular order (NPC_Chat, NPC_ConversationOptions, NPC_Dialogue).
    NPC_Dialogue was still complaining about methods not yet created (pasted) in my NPC blueprint.
    So you should recompile and save NPC_Dialogue (don't delete variable with invalid type - but delete them in NPC Blueprint if you have already tried to create ConversationOptions variable and failed as I did). Then you can finally paste the code from Nodes 1 link (it's gonna still be broken) and fix it step by step (along with NPC_Dialogue later):
    - You should create NPC_Chat from second place (when widget is removed from parent) or you will get NPC_Chat with wrong type
    - You should scroll down to 'Self' and promote it to variable NPC_Ref (it will be type of your NPC Blueprint)
    - You should change type of NPC_Ref variable in NPC_Dialogue to your NPC Blueprint
    - You should cast to ThirdPersonCharacter, then get FollowCamera and then connect it with Get Owner pin in EndChat method (I did cast right after Remove from Parent node)
    - If all is done right, then recompile and most of the errors should be fixed
    - If not, look at the code in Nodes 1 link for specific place
    - Correct type of Conversation_Info variable is NPC Chat
    - You should unpin red pin duplicates manually (i.e with Ctrl)
    Hope this will help someone to at least compile the code. Good luck!

    • @PsychoticaYT
      @PsychoticaYT Год назад

      Replying and hoping to get an answer back but
      In the NPC_Dialogue, there is something in-between the Begin Custom Event and the Go to Message 1 under the "Setup Initial Conversation"
      Literally the only thing he doesnt show at all and its keeping the entire thing from even running and since you eventually got it to work, thought id try to ask 😭

    • @harielnapoles3188
      @harielnapoles3188 Год назад +1

      This fix works for me. You have to do exactly what you say

    • @sword522
      @sword522 Год назад +1

      My new comment gets deleted?
      Gonna respond here.
      Adding to your guide for a little clarity and other bits people said. Got this working.
      Hope this helps.
      So the part on 2:38 is the bottleneck of this tutorial.
      TLDR: it's broken mainly because of missing references.
      1- To solve all the errors you should delete pasted code (or don't paste it in the first place) and open all downloaded files before that.
      [I have failed first two times, so I have to delete 5 files within UE.]
      2. Then close editor, then paste 5 files again in Content folder specifically, open them in particular order:
      (NPC_Chat, NPC_ConversationOptions, NPC_Dialogue)
      [NPC_Dialogue was still complaining about methods not yet created (pasted) in my NPC blueprint.]
      3. So you should recompile and save NPC_Dialogue
      (don't delete variable with invalid type - but delete them in NPC Blueprint if you have already tried to create ConversationOptions variable and failed as I did)
      4. Then you can finally paste the code from Nodes 1 link
      (it's gonna still be broken)
      and fix it step by step
      (along with NPC_Dialogue later)
      ---------------------------------------------------------------------------------------------------------------------------
      1 - You should create NPC_Chat from second place (when widget is removed from parent) or you will get NPC_Chat with wrong type
      [Unhook the one at begin chat, create the variable, drag it in, delete old error ones.]
      2 - You should scroll down to 'Self' and promote it to variable NPC_Ref (it will be type of your NPC Blueprint)
      [At Even BeginPlay = Delete Self, right click NPC ref and promote to Variable, because it's used in the NPC BP.]
      [Now we make sure the variable is pointing to the NPC (BP_NPC) / Now we delete that SET, drag out from Set-NPC Chat = SetNPCRef / Then drag out from NPC Ref in that to "Self" = fixed ]
      3 - You should change type of NPC_Ref variable in NPC_Dialogue to your NPC Blueprint
      [In NPC_Dialogue / Graph section = Now we just made that NPC Ref variable, so drag it in here and delete whatever fake one is there in "End Conversation" at bottom - Guy in vid get's here after the paste fix]
      4 - You should cast to ThirdPersonCharacter, then get FollowCamera and then connect it with Get Owner pin in EndChat method (I did cast right after Remove from Parent node)
      [Under End Chat - You need to make a new CastToThirdPersonCharacter, right click fail output and select "convert to pure cast"]
      [Drag out from As Third Person Character, select "Get Follow Camera - hook them all up.]
      5 - If all is done right, then recompile and most of the errors should be fixed.
      - If not, look at the code in Nodes 1 link for specific place
      - Correct type of Conversation_Info variable is NPC Chat
      - You should unpin red pin duplicates manually (i.e with Ctrl)
      Hope this will help someone to at least compile the code. Good luck!
      [ it did! thanks :) ]
      ------------------------------------------

    • @silentplaygames
      @silentplaygames Год назад

      In my case there is 'Begin' custom event with Set Conversation Info to ConvoInfo before Go to Message 1.

    • @aLi112
      @aLi112 9 месяцев назад

      @@sword522 With the cast node, I do not have a get follow camera? what is this variable for ?

  • @kevinaccettarobles5042
    @kevinaccettarobles5042 Год назад +9

    For those having trouble with the Cast to ThirdPersonCharacter node that connects to the Follow Camera. Once you replace that Cast with your own character, to make it not have the Exec pins and the Failed pin, and make it instead have the Success pin like in the video, so it'll actually work, just right click it and "Convert to pure cast" (the last option).

  • @vaniaramadhan
    @vaniaramadhan 2 года назад +11

    thank you for this asset! for anyone having difficulties here is what i did to solve some common errors (for reference i downloaded the completed project and integrated it into a third person game):
    -can't make convoinfo or npcchat variable: first open the NPC_Conversation struct and enum to load them in (i learned this the hard way as all my enums were changed to bytes). create new local variable in the NPC blueprint and change the variable type to NPC_Conversation struct. this is the ConvoInfo variable. for NPCChat, create a new local variable again but change the type into NPC_Dialogue widget. ctrl+f to find and replace the broken references.
    -no begin function: in the NPC actor blueprint, cast to npc dialogue then off "as NPC_Dialogue," type in "begin" to obtain that function. if this still doesnt work, create a custom event within the dialogue blueprint to replace begin. ex: make new custom event called "begin test," delete broken "begin" event and replace with "begin test," then try obtaining that function in the NPC actor blueprint by again casting off NPC_Dialogue.
    -setting NPC_Ref to NPC actor blueprint "self" node doesn't work: make sure the NPC_Ref variable is an NPC object reference. My issue is that when duplicating the initial NPC actor to create more NPCs, this self node breaks so endchat malfunctions. to fix this, I created a blueprint interface that I assigned to my new NPC. within the NPC_Dialogue widget where endchat is, get "get actor of class" change class to desired actor bp, then pull of the return node to call the interface function. In the desired NPC bp, get event interface function and replace that with the endchat event trigger.
    for example, i duplicated the NPC actor bp that was given to create a new Blacksmith NPC. i created a BlacksmithEndChat interface that i applied to my BlacksmithBP (actor). Within the NPC_Dialogue widget in the EndConversation, i got "get actor of class" changing the class to BlacksmithBP, then pulled off the blue return node to get "BlacksmithEndChat" message. In the BlacksmithBP, i obtained a "BlacksmithEndChat" red event trigger to which I replaced the broken EndChat red event trigger with.
    hope this helps- sorry if it's a little all over the place!

    • @hannahcox3190
      @hannahcox3190 2 года назад

      trying to follow your instruction for setting NPC_Ref to actor blueprint self, this is my only issue in the blueprint! Keep getting errors following your instructions, but i could be getting confused, any help would be appreciated :)

    • @vaniaramadhan
      @vaniaramadhan 2 года назад

      @@hannahcox3190 could you explain more about what problems you are running into ?

    • @pwpresents5660
      @pwpresents5660 Год назад

      What?

  • @occupationalhazard
    @occupationalhazard 2 года назад +10

    Way too much of this code could not be copy and pasted into my project. It was mostly broken references. I would be really interesting in a in-depth explanation of building this system from scratch. It seems really interesting.

  • @coltmorrell9444
    @coltmorrell9444 2 года назад +2

    As a solo game developer working on a two year project, your tutorials have been a MASSIVE help - thank you so much for your amazing work!

    • @Beardgames
      @Beardgames 2 года назад

      Anytime Colt thanks for watching and supporting the channel :)

    • @OfficialFutureRoyale
      @OfficialFutureRoyale Месяц назад

      How's the game coming along?

  • @MZONE3D
    @MZONE3D 3 года назад

    Another quality video! Thanks for sharing

  • @mcdavidisridic3662
    @mcdavidisridic3662 2 года назад +5

    Was anyone able to get the beginning part to work? Im still having trouble after i open up all files i can't copy paste nodes with out some not pasting over

  • @pariah6775
    @pariah6775 2 года назад

    This blueprint is a godsend, thank you so much! I converted this into a first-person project and with some minor code fixing to make it compatible it works like a charm

  • @risingwolf2112
    @risingwolf2112 3 года назад

    Stellar and thank you

  • @joelaveres7373
    @joelaveres7373 2 года назад +1

    Awesome video, thanks so much for this. Keep it up!

    • @Beardgames
      @Beardgames 2 года назад

      Thanks so much Joel :)

  • @mysterwhymedia
    @mysterwhymedia 3 года назад

    Wow! This is fantastic. Thank you for making this.

  • @orenji138
    @orenji138 2 года назад +4

    I've watched the video before this and I find this confusing cause previously it was BP_NPC and now its NPC plus when i copied the blueprints, I'm missing some stuff such as follow camera and such which was not talked about in the previous video/ part 1

  • @jonahunger
    @jonahunger Год назад +5

    For anyone struggling with the Cast Node -> Get Follow Camera bit, it might be the same issue as me. I'm trying to convert this code for first person. If youre doing the same, delete the Get Follow Camera node and replace it with a Get FirstPersonCamera, or whatever your default camera is for your player character.

    • @kukumato5373
      @kukumato5373 Год назад

      thanks. but still appears error. "Could not find a variable named "followcamera" in "Bp". Make sure the bluprint has been compiled for follow camera"

  • @royschippers1251
    @royschippers1251 3 года назад +2

    Hey man, I'm running into an issue where the text is not properly displayed in the dialogue. Also clicking the buttons doesn't work, any idea on how to solve this?

  • @seango584
    @seango584 3 года назад +3

    I'm currently using ue5 and it seems as though NPC Ref is not compatible with End Chat (End Chat has "Target self" instead of "Target"). Do you have any way to solve this? (By the way these nodes are found in the end conversation bubble)

  • @MrSmashmasterk
    @MrSmashmasterk 2 года назад +2

    For some reason, the Begin function won't appear when I copy it in. Idk why!

  • @PsychoticaYT
    @PsychoticaYT Год назад

    In the NPC_Dialogue, there is something in-between the Begin Custom Event and the Go to Message 1 under the "Setup Initial Conversation"
    Literally the only thing he doesnt show at all and its keeping the entire thing from even running.

  • @modernsimsguru9409
    @modernsimsguru9409 2 года назад

    Thanks bro Your amazing got this working in my project took some adjustments but it works great thanks you so much!

    • @Beardgames
      @Beardgames 2 года назад +1

      That's awesome to hear great job :) !

  • @tonybush565
    @tonybush565 2 года назад +1

    How would I trigger an animation when a dialogue choice is chosen? Animation such as a head nod, laugh, etc

  • @tbrontmeyer
    @tbrontmeyer 2 года назад +10

    From 2:53 onward doesn't work in Unreal for me :( starting with the NPC_Chat and ConversationInfo. Next would be "Begin" so on and so forth. Great first part I must say tho *thumbs up* works like a charm with the cameras and player position. It's funny to set the collision box far away and watch him teleport to the cone haha. Anyways remaining stalled for now until I think of something which will prolly be never because I am still a newb. Peace out

    • @rib_rob_personal
      @rib_rob_personal 2 года назад +3

      I'm having this same problem as well. I'm trying to figure out what 'Begin' is supposed to even be. These tutorials are so brief that I have no idea what things are supposed to be, what they do, or how to fix it.

    • @neverknowsbest1717
      @neverknowsbest1717 2 года назад +2

      Doesn't work as in? Are you not able to create the variables through right clicking? if so you'll just have to manually create them.
      1. rename them the same as the video but make NPCChat variable type NPC_dialogue and conversationInfo variable type to NPCchat.
      2. the begin node is an event from NPC_Dialogue. You'll have to open NPC _Dialogue and go to "Setup initial conversation" at the top.
      3. click on the "begin" custom event and there should be a "convo info" input. i cant remember what it defaults to when you copy and paste but if the variable type isnt NPCchat change it to that.

    • @Grimsikk
      @Grimsikk 2 года назад

      I'm having these same issues, I can't get ConversationInfo to create, my NPC won't compile even after removing all of this stuff, because it keeps thinking that ConversationInfo exists somewhere, and I can't get the Begin node to appear either, I also can't cast to NPC Dialogue. I have all the files, and copied the nodes properly, but this just isn't working.

  • @trucsetastuces9358
    @trucsetastuces9358 Год назад

    Thank you

  • @luisandressbustamantejimen6149
    @luisandressbustamantejimen6149 2 года назад +1

    Thank you so much for this tutorial! I want to add another NPC but I´ve got this error: Blueprint Runtime Error: "Accessed None trying to read property NPCChat". Blueprint: BP_NPC2 Function: Execute Ubergraph BP NPC2 Graph: EventGraph Node: Añadir a ventana gráfica
    How can I fix it?

  • @dacrow1976
    @dacrow1976 Год назад

    This looks awesome. Anyone know of a way to add 2d character portraits/sprites/visual novel style to the dialogue? I can get the widget of them to appear but can't figure out how to certain images to certain responses.

  • @pwpresents5660
    @pwpresents5660 Год назад +1

    What do you do when you’re following a tutorial and the materials they give turn out to be broken?

  • @phantomgaming5199
    @phantomgaming5199 2 года назад

    bro if we dont use camera settings in part1 and instead use level sequences on each dialogue followed by NPC response in same level sequenece, is that possible? :) through level sequence we can add animation+facial mocap+ voice over which can make it even better

  • @HutchstarEnt
    @HutchstarEnt Год назад

    I used method 1 and migrated the assets to my project changing the cast nodes. Method 2 was broken for some reason and I couldn't get it to work that way. ( im using UE 5 so that may be partially the reason )

  • @codyvandal2860
    @codyvandal2860 3 года назад +5

    Great work mate! I'm loving the tutorials - keep grinding 👍

  • @irinatocan4315
    @irinatocan4315 3 года назад +8

    Hi! I get several errors when opening the NPC_Dialogue(from the downloads) and I can't copy the Begin node without it, I have no idea on how to fix them in order to be able to copy the nodes after. I am a beginner with Unreal Engine

    • @Beardgames
      @Beardgames 3 года назад +2

      Hey irina! What id suggest is going from an earlier episode in my tutorial series before attempting this :)

    • @yozzahughes3939
      @yozzahughes3939 3 года назад +3

      @@Beardgames i have the same issue actually

    • @kovacskaroly7435
      @kovacskaroly7435 3 года назад +5

      i had the same issue, here you can find a picture about how I solved it: imgur.com/a/LIyjqCs

    • @Grimsikk
      @Grimsikk 2 года назад +3

      @@Beardgames Which episode are you referring to? I'm having these same issues, except I'm on 4.27 and can't even get the ConversationInfo variable to create, can't cast to NPC Dialogue, can't get the Begin node, and can't compile my NPC even after removing all of this code, it keeps thinking ConversationInfo exists somewhere, but it doesn't. Help!

    • @joe-9718
      @joe-9718 2 года назад +3

      @@Grimsikk It would greatly help if anybody could just tell us what variable type 'Conversation Info' is... "Copy and paste this thing and it works" is a really poor method of helping people understand how this code works. This tutorial is unusable in current versions of Unreal.

  • @jhinvirtuso189
    @jhinvirtuso189 2 года назад

    hi may i ask how do i bring back the npc movement after the end of chat my npc is currently moving to patrol point before the dialogue please help

  • @Crazytendo07
    @Crazytendo07 2 года назад

    I got stuck on step 1 for this vid. I copied all the stuff from node 1, but I can't really change the variables, so now i'm stuck

  • @chanceharlon2173
    @chanceharlon2173 2 года назад

    i was thinking about adding a purchase option for equipment from this dialogue, how would i approach this?

  • @sadkid_
    @sadkid_ 2 года назад

    After pasting in the nodes there are just so many errors that I cannot fix, could be due to newer engine ver

  • @LenssiaYT
    @LenssiaYT 2 года назад +2

    Everything was amazing but for some reason, the interaction doesn't work?

  • @CharkGames
    @CharkGames Год назад +1

    The most convoluted and awfully put together tutorial I have ever come across, really difficult for anyone without prior knowledge to follow and then fix every single blueprint.

  • @user-nw9vq1zx3j
    @user-nw9vq1zx3j 3 года назад

    Hey
    Can you create tutorial-how to combine your asset with the Pushable Actor?

  • @JustPvPGaming
    @JustPvPGaming Год назад

    For some reason after chaning the level it stopped showing the dialogue. It just shows a blank dialogue box. Does anyone have any ideia why?

  • @galmehaely9021
    @galmehaely9021 Год назад

    Did someone else had a problem with the NPC Ref on the NPC Dialogue? it seams it dosent know what's the ref and i cant seam to get it working...

  • @gamerdweebentertainment1616
    @gamerdweebentertainment1616 3 года назад +1

    Oh damn!
    Let's get to work I suppose...

  • @JKordero
    @JKordero 2 года назад +4

    Im having some troubles. I duplicated the NPC and changed the blueprint name. I made work just fine but Im having a error msg in the End chat with the "EndConversation" custom event. Because its using the NPC ref node but my new NPC/Blueprint have another name. I cant find a way to end the chat with different NPCs with different blueprint name. Thanks in advance.-

    • @asfandyarkhan2787
      @asfandyarkhan2787 2 года назад +1

      Did you find any solutions ?

    • @JKordero
      @JKordero 2 года назад +1

      @@asfandyarkhan2787 Not at all. :( I got stuck on that even creating var or other things inside its always the endchat

    • @vaniaramadhan
      @vaniaramadhan 2 года назад +1

      hi! if you are still having trouble with this, i created a blueprint interface that i assigned to my new npc. within the dialogue widget, pulling off endconversation, i got "get actor of class" and changed the class to my new npc. then i dragged off the return node to call the interface function. within my new npc actor blueprint, i got the interface event trigger and replaced that with the endchat event trigger. this might not be the best way to solve this issue if you have many npcs, but it was the only solution i came up with. hope this made sense/helps!

    • @JKordero
      @JKordero 2 года назад

      @@vaniaramadhan Noted, thanks dude

  • @BooneyianLogic
    @BooneyianLogic 2 года назад

    I got this to work, However, the Player stands facing the wrong direction during the conversation, is there a way to tweak this?

  • @HIGHWIRE554
    @HIGHWIRE554 3 года назад +1

    I tried several times but an error message keeps showing up say "The variable ConversationInfo declared in ___ has an invalid type structure" please help. Ps. I did change the npc name to master npc in my project

    • @Beardgames
      @Beardgames 3 года назад

      If you're having issues with the struct just redo the struct parts. So open up the struct in the content browser make sure everything looks okay, then jump into your blueprint and remake the variable for any errors you have. If you still can't figure it out just delete all the nodes, open up all the items I gave to you and then try paste the nodes in again :)

  • @ruffleraveninc3602
    @ruffleraveninc3602 Год назад

    I’m working in UE5, and at 3:00 I can’t create the Conversation Info variable. When I do nothing is created and I can’t access its details.

  • @FatZombieProductions
    @FatZombieProductions 2 года назад +2

    Im getting This blueprint (self) is not compatible with target. Also the property associated with Follow Camera could not be found. Any ideas on how to fix this?

  • @SamaelQuinn
    @SamaelQuinn 2 года назад +3

    Copy Pasting gave me issues, mainly that it *will not* let me create the "Conversation Info" variable. causing weird ghost variables (that I cant see, edit or delete) to be created and cause compile errors. Thankfully I'm not losing anything by using the downloadable project, due to always making a new project for learning new systems.

    • @Beardgames
      @Beardgames 2 года назад

      Try recreate the variable like how you would any variable, i believe its a variable of the type "struct" which we use in this tutorial (sorry I can't remember the name). Simply type the name of the struct into the variable type section. Hope this helps Zac and good luck :)

    • @joe-9718
      @joe-9718 2 года назад +4

      @@Beardgames What type of struct? There are many.. This is really bad info and not a great way of teaching. We need to know what type of variable that is specifically. This method does not work with the latest Unreal versions at all.

  • @Gravedrinker
    @Gravedrinker 2 года назад

    Can't get the dialogue to show at the end, still looks like at the end of the first video. (Camera switches to the NPC camera, that's it). I'm using a custom first person controller, connected everything up and no compile errors show. Had to replace the "follow camera" thing because it wasn't found. I assume that is part of the third person controller? Could that have anything to do with it?

    • @neverknowsbest1717
      @neverknowsbest1717 2 года назад

      Im not using the camera part of this, but im pretty sure follow camera is just the camera on the third person character. Are you actually calling the event? check the "Activate dialogue" event in your NPC blueprint. if you copied and pasted i think it should be right under "Show interact," if you haven't you should add the begin chat event.

  • @shailnakum9601
    @shailnakum9601 3 года назад +1

    I'm working with first person project and almost nothing is working for me from part 2, I'm having lots of error after copying the nodes and I'm not able to copy the node begin. The whole NPC_Dialogue is not working for me.

    • @Beardgames
      @Beardgames 3 года назад

      Hmm, sorry to hear that my friend. Maybe try downloading the full system and see if you're missing anything :)

  • @uetc6698
    @uetc6698 Год назад

    Can you convert the nods 1 link to UE 4.27? That would be great!

  • @ArtofWEZ
    @ArtofWEZ 2 года назад

    Is there a way to make this work with gamepad? thank you!

  • @corentinaubert208
    @corentinaubert208 Год назад

    At 3:45 I can't link the "NPCChat" to the "target"/ Anyone would know why please ?

  • @ahmadkabbani12345
    @ahmadkabbani12345 3 года назад

    Hey I just wanted to check how can I trigger for example a specific door to open based on one of the answers from the dialouge

    • @Beardgames
      @Beardgames 3 года назад +1

      If you watch my quest tutorial which is the one after this we trigger an event from an external blueprint. You can do the same thing for a door. Just make a new event trigger from the conversation, make a new actor variable in the struct, then trigger it like we do in the quest by selecting the actor to trigger in the details :)

  • @Beardgames
    @Beardgames 3 года назад +1

    If you are having trouble with the copy pasted nodes, make sure you open up the files I gave you, before pasting in the nodes. This should fix the issue :)

    • @punishedproduct
      @punishedproduct 3 года назад

      Will you ever get into vr? Its such a new up coming game dev niche. But thats where its at for indie devs.

    • @Beardgames
      @Beardgames 3 года назад

      @@punishedproduct so I've actually worked with VR through my university degree. I thought it was a cool concept and could produce some badass things but I found it pretty annoying when it came to testing constantly taking the headset on and off😂 I think it's a cool concept but won't take over console/pc gaming for years to come or maybe ever 🙂

    • @punishedproduct
      @punishedproduct 3 года назад

      Yes, you are right about taking the headset off for developing 🤣🤣 but because the gaming industry is constantly changing isn't it best to keep up with the development of a broader scale in case you're wrong lol? The thing ue developers said that they don't know what game developers are going to make so they want the platform to be as flexible as possible. So it helps when people have extensive knowledge about the engine to help those devs that want vr to be the future.

    • @punishedproduct
      @punishedproduct 3 года назад

      @@Beardgames at the simplest level, making videos that contain all the blueprints inside the actor itself would help people that just want to add that actor and basically insert whatever pawn class they are using to interact with it. An example of a tutorial would be attach gun to socket on overlap then the gun linetrace hit location= do something. The overlapping pawn is not relevant but the item thats attached contains the output of the blueprint that was made. Making the tutorial more flexible for vr too. Im just saying we need tutorials too lol

  • @StevenDiLeo
    @StevenDiLeo Год назад +1

    darn, mega link is dead :(

  • @jackjones9962
    @jackjones9962 2 года назад +1

    In UE 5, I get this error:
    "Blueprint Runtime Error: "Accessed None trying to read property NPC_Ref". Node: End Chat Graph: EventGraph Function: Execute Ubergraph NPC Dialogue Blueprint: NPC_Dialogue"
    When clicked it goes to the End Conversation section of the NPC_Dialogue's event graph. I've tried deleting and re-adding them.

    • @Asheline_
      @Asheline_ Год назад

      Have you changed the "NPC_Ref" variable type to "NPC" or whatever your NPC blueprint name is? It could be the issue.

  • @vfam352
    @vfam352 2 года назад +1

    Bro, you've got way more tutorials then I thought, disregard my comment on the other video. You are a king. If my game ever makes money, I'll sign up on your patreon for sure.

    • @Beardgames
      @Beardgames 2 года назад

      Haha respect Jackson thanks for the support brother!

    • @vfam352
      @vfam352 2 года назад

      @@Beardgames Okay one question, I downloaded your project and worked my way through everything (which is great to be honest) but I'm having troubles with my Conversation_Info Variable, in the default values of the NPC Chat variable type, the message1-button1/2/3/4-sendto output is a number instead of text to reference messages.
      I ended up making a new conversation_info then the one that was supplied, I'm wondering if maybe that is the reason?
      Besides this, I figured it out.

    • @vfam352
      @vfam352 2 года назад

      Alright, back at my NPC today and it took me a minute to figure out. In my NPC_Chat (structure), "Message1-Button1-Sendto" etc, was set to bytes instead of NPC Conversation Options.
      If you are reading this and struggling with the tutorial. Download Beardgames project and cross reference your project like he has encouraged people to do. I've spent 4 days on learning this NPC chat and I've learned so much by doing this on my own.
      If you are getting frustrated. Take a day break. You'll be surprised sometimes how fast you fix your problems you were struggling with yesterday. Blessings to all.
      Thank you BeardGames. You are a Saint.

    • @vfam352
      @vfam352 2 года назад

      I'm an idiot. You talked about this but I missed it. Sorry for commenting so much, I just want the algorithm to notice me which will notice you. Thank you again for this.

    • @Beardgames
      @Beardgames 2 года назад

      @@vfam352 Haha no problemo Jacko sorry for not getting round to replying to all of them it's a crazy busy time for me right now :)

  • @lutenk6734
    @lutenk6734 Год назад

    all nice till you find out that you need another conversation after the quest with the same NPC , but the same dialogue restart , so how to change conversation with the same npc based on certain events?

  • @LucasRodrigues-tz9og
    @LucasRodrigues-tz9og 3 года назад

    Hey I don't know if you plan in your tutorial series but, I am try when click in Widget button, my pawn camera rotate 90º with a sequence level, but can't work :( Because I have 2 menu, and when I click in Start my camera move in 1.5 sec 90° to other menu.

    • @Beardgames
      @Beardgames 3 года назад

      Can you just use the move camera setup we use in this video my friend. Don't move the camera but change the camera he looks through

  • @KazukiP
    @KazukiP 2 года назад +8

    Hi! On Unreal 4.27, 3:01 is a little broken. There is no "Begin" and you also cannot promote conversationinfo to a variable. Any fix for this? :) thanks

  • @AlbertonBeastmaster
    @AlbertonBeastmaster 2 года назад +4

    It looks good, but I'm not going to copy'n'paste and troubleshoot code. I was hoping this was going to be a proper tutorial with more parts.

    • @Beardgames
      @Beardgames 2 года назад

      Yeah apologies for this I've used the copy paste nodes previously with no issues. This is the first time I've had any problems with it, really annoying

  • @tropoly5561
    @tropoly5561 3 года назад

    hey man the second download doesnt work it just says Initializing

  • @sword522
    @sword522 Год назад

    I think I broke the end event by adding a lot more messages.
    I can’t leave the dialogue now. Anyone had the same issue?

  • @itsmfdanbruh
    @itsmfdanbruh 2 года назад

    No such End Chat node in UE5, how do i fix that

  • @sebasclavijo4037
    @sebasclavijo4037 11 месяцев назад

    hey, everything work property, i having problems with the bottons, well i cant click on them other thatn that is exelent, works perfect in 5.1

  • @hannahcox3190
    @hannahcox3190 2 года назад +1

    great dialogue system, however each time i finish the conversation, the camera returns to inside of the player character and there seems to be no way to solve...

    • @MoinkAndKilo
      @MoinkAndKilo Год назад

      I have the same problem. Any fixes?

  • @radamantonn
    @radamantonn 2 года назад

    i have problem whit the cast to thirdperson in the dialgue

  • @martinwallroth6208
    @martinwallroth6208 2 года назад +1

    Thank you for this great System! One Question: When i choose the goodbye button, there is always an empty chat-window after tthe last message... any idea how to solve this?
    Example, NPC says "hallo", -> answer from my char is "Hello" too. -> Then the Message 2 from the NPC is "Goodbye" selected as Goodbye-Output. But after that there ist an empty chat-window, and only after that, the conversation is ended...
    Anyway, thx for your great System and i can confirm its working on ue5.0.1 with a little adjusting of the variables (example setting the npc_ref variable-type to the third person blueprint as object, in the NPC_Dialogue Widget Blueprint).

    • @martinwallroth6208
      @martinwallroth6208 2 года назад

      And its working for on my project with a FirstPerson-Cam as well ^^

    • @izleyicininbiri
      @izleyicininbiri Год назад

      I am having the same issue how did you fixed it?

  • @Przemek98
    @Przemek98 Год назад

    2:55
    hi. I have a problem with the follow camera. I keep getting an error, it shows as if something is not compatible. I'm actually doing this on UE5, but it should probably work here too, right? Please advise something

    • @Przemek98
      @Przemek98 Год назад

      i solved this problem, i gave a duplicate of my character instead of thirdperson and it worked. But I have a new problem, 4:03 I can't connect NPC Ref to End Chat, it says object reference is not compatible with object reference... What should I do, please help

  • @aliaslordcaine
    @aliaslordcaine 2 года назад

    Hello,
    I've gone through the Unreal Engine 4 - The Easiest NPC Dialogue Tutorial EVER and can not get it to work. I've been through it like 10 times now.
    The overlaps are working but when I hit the E key it never gets to the NPC. No matter what key I put in there no key input is sent to the npc.
    My third person player receives input no problem.
    I did replace the activate dialog event, but like I said the NPC never gets input so I don't think that is it.
    I've read a number of articles on input inheritance and I'm wondering if I have something screwed up there.
    I'm using unreal engine 5.
    Thanks!!

    • @aliaslordcaine
      @aliaslordcaine 2 года назад +1

      NOTE:
      I didn't realize Mr. Beardgames had put the entire project as a download. I downloaded it, ran his and very quickly figured out what I did wrong! A totally stupid mistake on my part. I put the loop where you check the e key in the NPC character and NOT the third_person character! DOH!

  • @ElMasterTrolaster
    @ElMasterTrolaster 3 года назад +2

    In my project the "End Chat" in 4:05 is not existent, can someone help me?

    • @LunaStrongshield
      @LunaStrongshield 3 года назад +3

      I was stuck with this too but just fixed it when I clicked the NPC ref and changed the variable type from details from Object to BP_NPC 👍

    • @ElMasterTrolaster
      @ElMasterTrolaster 3 года назад +1

      @@LunaStrongshield Thanks! :D

    • @tonybush565
      @tonybush565 2 года назад +1

      Good Shit!!! Thank You!

  • @blueprintgames9795
    @blueprintgames9795 3 года назад +1

    Everything works perfectly. Thanks so much for the tutorial!

    • @Beardgames
      @Beardgames 3 года назад

      Anytime my friend glad it worked out for you :)

  • @MatteoBabino
    @MatteoBabino 4 месяца назад

    2:22
    Great video and really well done! Also the tutorial of the first part. The only thing is that I can’t import files . uasset on Unreal Engine 4, gives me the error, as if it did not recognize the files. It says "unknown extension uasset". Someone can tell me how to fix this error pls. Thanks

  • @wtfmiki
    @wtfmiki 10 месяцев назад

    i get 300 errors xd
    there is anyway to do it without copy from the link

  • @elijahpm
    @elijahpm Год назад

    is it avaiable for ue5?¿?¿

  • @thecrypticlk
    @thecrypticlk 3 года назад +1

    Hey sorry to bother. But i dont get the begin event when copying the blueprints at 2:56 anyone maybe know why?

    • @Beardgames
      @Beardgames 3 года назад

      I've heard a few people have been having issues with the copy and I apologize for this, if you hop into the NPC_Dialogue you can create the event yourself no problem! Just create new custom event and add an input. If you're lost just download the full project and copy it node for node from there :)

    • @thecrypticlk
      @thecrypticlk 3 года назад

      @@Beardgames Thanks alot for the reply. It helped alot. And also thanks for all these tutorials. keep up the good work!

  • @Zs00zsa
    @Zs00zsa 2 года назад +1

    I have several issues, but starting with the first one at 4:04 - When I try connecting the NPC Ref with the Target socket in the new End chat, it says 'Object Reference is not compatible with BP NPC Object Reference.' Can anyone advise?

    • @simon2644
      @simon2644 2 года назад

      Same

    • @neverknowsbest1717
      @neverknowsbest1717 2 года назад +8

      if you copied and pasted like in the video it might not have converted correctly.
      1. find the NPC_REF variable in the top left and find the variable type in the details window, which would be right below the variables section.
      2. I dont remember what the variable defaults to but you'll have to change it to "NPC" or whatever you named your npc character. i think in your case if it would be BP NPC.
      if you've done all of this already, I'd say drag a line out from your npc ref and see if you can end chat from there.
      if that doesn't work either, i can try to help later.

    • @reinforcement5876
      @reinforcement5876 2 года назад

      I'm having this problem too. Please let me know if anyone finds a fix

    • @surreality2008
      @surreality2008 2 года назад +2

      @@neverknowsbest1717 Thanks, the variable type needed to be changed to the name of my NPC as you guessed. I got the End Chat function to connect to the NPC Ref.

    • @tonybush565
      @tonybush565 2 года назад +1

      I was stuck with this too but just fixed it when I clicked the NPC ref and changed the variable type from details from Object to BP_NPC

  • @Gquain
    @Gquain 3 года назад +9

    I was honestly very surprised how good the first part was with indepth explanations and instant results but now the actual system is a copy-paste job and everything just breaks.
    Opening all the blueprint files leads to heavy compile errors and many nodes are invalid/need to be exchanged (example NPC_Dialogue with every equal-condition broken because of broken struct).
    Why not show NPC_Dialogue and NPC_Chat in detail so we know how they actually look like so we can imitate and learn how we can fix them? Convo Info seems to be a very important variable that we need to reimplement but also NPCChat which i dont even know how it's used in NPC_Dialogue, but we had to infer its types and usages.
    Part2 is 10% of time spend copy-pasting and rest is troubleshooting.
    Sorry for ranting, I really wanted it to work and Part1 gave me too much hope. I knew that a 13minutes video was impossible to get it implemented without trouble.
    Will try with Download link 1 tomorrow, and in the worst case I'll just move on.

    • @Beardgames
      @Beardgames 3 года назад +1

      Sorry man, I've done the copy paste job before and never had issues. Now people are getting issues I'm really annoyed I didn't do it fully step by step

    • @Gquain
      @Gquain 3 года назад +2

      @@Beardgames I am sure you had the best of intentions (that's why you provided two separate download links to begin with). I am trying to do a custom solution now and only need to find out how to trigger "EndChat" with an InputAction. I think in your solution it's somewhere in NPC_Dialogue.

    • @Beardgames
      @Beardgames 3 года назад

      @@Gquain Thanks for understanding Toni, my best advice is to download the project which I think you've already done and then just recreate the custom events and variables that didn't copy over correctly. Sorry I can't be of much more help and I wish you the best my friend🙂

    • @germanslice
      @germanslice 2 года назад

      @@Beardgames This is interesting. As I was looking for a multi-tier button npc dialog conversation system. As my game has tens of thousands of lines of dialog in it. And this might just allow my data table system to have multi-tier dialog NPC Conversations IF I can get your button menu system (that currently reads in the dialog lines in from an array list) to read them instead in from the data table rows from my data table struct to feed in the text of the conversation into the dialog responses. Because I want your system to pipe in the dialog in from the data table when clicking the 4 buttons. Click on my icon to see my germanslice channel to see the current dialog system that I got running in the engine... Because i don't have the button menu dialog system implemented yet. SO I only have half of the dialog system
      working at the moment in the engine.
      This cheers me up after I saw 300 voice auditions for my game characters go all down
      the drain when they shut the site down.

  • @yeettheday
    @yeettheday 3 года назад +1

    everything is great until i get to the nodes 1 copy/paste, it copies everything except for the "begin" node containing "target" and "convo info" , unreal says it is unable to paste this item?

    • @Beardgames
      @Beardgames 3 года назад

      Hmm sorry to hear that amigo. I'll check into this tomorrow! You can always create the variable yourself. Simply create a variable called conversationInfo as type struct. The struct I gave to you, then recreate the begin play :)

    • @Beardgames
      @Beardgames 3 года назад +1

      Hey I found the fix to this! Make sure you open up all the files I give you before pasting the nodes in :) Sorry for the inconvenience

    • @yeettheday
      @yeettheday 3 года назад

      @@Beardgames you are a good person brother, thank you :)

    • @kriskata7653
      @kriskata7653 3 года назад

      @@Beardgames which files exactly to open ?

    • @kriskata7653
      @kriskata7653 3 года назад

      @@yeettheday which files exactly to open ?

  • @MrKrolme
    @MrKrolme 3 года назад

    Is this only for 4.26 and later? Can't seem to copy over the uasset files into my 4.24 project. Great tutorials though! Part 1 worked perfectly, seems like this part I might just have to recreate the structs and use different UI assets.

    • @Beardgames
      @Beardgames 3 года назад +1

      It should be fine for earlier versions! As far as i know there isn't any changes which would impact this. Thanks Jake for the kind words hope you manage okay :)

    • @MrKrolme
      @MrKrolme 3 года назад

      @@Beardgames Thanks for the quick response! I was able to open the sample project in 4.26 and copy the blueprint nodes and ui elements over to my 4.24 project. I just had to create the widgets/structs and then I was able to hook it all back up, using the sample project as a reference. Worked flawlessly!

    • @Beardgames
      @Beardgames 3 года назад

      @@MrKrolme Glad to hear it Jake :) Nice job

  • @Oshie71
    @Oshie71 3 года назад

    And what if this NPC has a LOT of lines? Working with triggers, how to make it work properly with datatables ?

    • @Beardgames
      @Beardgames 3 года назад

      Sure it would work no problem with a lot of lines however you'd have to implement the lines yourself. Admittedly it's a simple system, it's not so much limited for big systems but the more text you plan to add the larger and larger your BP would have so if you're going for 30 odd lines of text it might get a bit crazy😂

  • @BooneyianLogic
    @BooneyianLogic 2 года назад

    Has anyone gotten this to work in Unreal engine 5? im trying to get it functional in UE5. the npc dialog event graph has node that are disconnected and such. any help would be much appreciated. Ive gotten some stuff fixed, but the "begin" node from the nodes you download, doesn't accept the conversation info variable when pasted into UE5.

    • @itsmfdanbruh
      @itsmfdanbruh 2 года назад

      only thing im missing is the target-follow camera node

    • @sword522
      @sword522 Год назад

      @@itsmfdanbruh Drag out from the "As third person character" from "Cast to thirdpersoncharacter" and select "Get follow camera"

  • @egekara684
    @egekara684 3 года назад

    Great video but Conversion Info gives error(in widget) and I cant fix it

    • @Beardgames
      @Beardgames 3 года назад

      Try recreate it my friend! It's just a variable holding the structure. For variable type enter the structure name :)

  • @VaennoX
    @VaennoX 3 года назад +2

    i liked this video already for the introducing xD the intro was insane, you could sell a water to a fish with this style :)

    • @Beardgames
      @Beardgames 3 года назад

      Hahah thanks Vanenno really appreciate that :D

  • @PacoOsaka
    @PacoOsaka 3 года назад +2

    i cant get the begin function

    • @Beardgames
      @Beardgames 3 года назад +2

      What's the timestamp my friend

    • @PacoOsaka
      @PacoOsaka 3 года назад +1

      @@Beardgames at 2:52

  • @bediocz1172
    @bediocz1172 3 года назад

    Why is it that when I paste the files into my content folder it doesn't show up in the content browser?

    • @Beardgames
      @Beardgames 3 года назад

      What happens when you import them?

    • @bediocz1172
      @bediocz1172 3 года назад +1

      @@Beardgames never mind I got it to work, I just had to upgrade my version of the engine

  • @darkwolf780
    @darkwolf780 3 года назад

    great work man, I have a request (if you take them). seeing as I can't find anyone on youtube whose done one how about a Morality System, kinda like how in some games Mass Effect for example you can become Paragon or Renegade

    • @Beardgames
      @Beardgames 3 года назад +2

      Hey thanks a lot reckon! Ohhh a dark side and a good side you mean based on your actions? That's something I could definitely whip up when I've got some time :)

    • @anasdev1553
      @anasdev1553 3 года назад

      that is very easy to do and does not need a tutorial
      if you want know how to do it feel free to dm me on discord anas-dev#7246

    • @germanslice
      @germanslice 2 года назад

      @@Beardgames Can you put this type of system in game instance so we can have it we load in different level maps? I'm already making a choices and consequences type dialog game.

    • @rib_rob_personal
      @rib_rob_personal 2 года назад

      That's pretty easy peasy bud. Just have an integer called morality and increase or decrease it based on actions or dialogue choices. Or you can go the mass effect route and have 2 variables called 'good points' and 'bad points' and add to which ever applies. Then use a progress bar to represent those values.

    • @germanslice
      @germanslice 2 года назад

      @@rib_rob_personal My game is pretty much that, a collection of good points and bad points but it also has motes you can use, and other items, as it has many different planets and systems. And involves factions, and councils, of different planets to resolve certain
      problems and so on.
      It would need to be set up with alot of data structs probably need to store all the variables in the struct up as arrays because i need to track the progressive dialog storyline events going on each world.
      Unfortunately with the dialog system I have running in the game, I don't have yet dialog choices so I can only read dialog in from a data table with a timer as the other half of the system wasn't finished. As the guy who helped build it for me to help me out as a favour didn't know how to complete the rest of dialog system to include the dialog choices.
      So I have to look at either replacing my half finished working dialog system with Snowfall Story Writer unreal engine plugin which I am not sure if that system allows me to add in the speaker pics to the dialog text anywhere I want, or find a way to try to complete the other missing half of the dialog system so I can have the dialog menu choices pop up also from a data table when talking with the NPC's....
      For the game in the text form has got over 5 thousand variables in it that keep track of everything going on in every world in the dialog storylines and choices and consequences this is why I think it has to be stored as arrays in the data structs when putting all that data into unreal engine blueprints. For game has got tens of thousands of lines of dialog in it. So I need a good foundation to handle all that data with.

  • @dschwamm
    @dschwamm Год назад +1

    After importing the downloaded systems everything was broken beyond repair. Red lines, entire nodes were scrambled, much in systems you don't go far out of your way to explain in this video. It's kind of shocking to me that there's so many complaining comments but you leave this video up with only a hand-wavey instruction on how you think things might get fixed buried into the comments. I followed the instructions, and found only wasted time.
    Seems others in the comments are having similar issues. It's a shame this is one of the first tutorials that comes up when googling an Unreal dialogue system.

  • @LucasRodrigues-tz9og
    @LucasRodrigues-tz9og 3 года назад

    👌

  • @fuzzlabinteractive
    @fuzzlabinteractive 3 года назад

    :-D Fangs!

  • @dinosmithjr.3834
    @dinosmithjr.3834 3 года назад

    How difficult would it be to have this system support gamepad inputs?

    • @Beardgames
      @Beardgames 3 года назад +1

      Should be pretty easy :) just need to find out how to select things and change selections with a gamepad. Then you can do this for the 4 response boxes we have!

    • @dinosmithjr.3834
      @dinosmithjr.3834 3 года назад

      @@Beardgames excited to start this. I was just wondering. Can you play animations while they are talking? For example waving hands ect?

    • @Beardgames
      @Beardgames 3 года назад +1

      @@dinosmithjr.3834 of course! You just need to call a play animation node :)

    • @dinosmithjr.3834
      @dinosmithjr.3834 3 года назад

      @@Beardgames I'm enjoying the tutorial so far. I'm having a little trouble and I just have a couple of questions. Can I message you on Discord?

    • @Beardgames
      @Beardgames 3 года назад

      @@dinosmithjr.3834 hop into the discord and feel free to post in the help I'm stuck channel but I dont have time to help people 1 on 1 my friend :)

  • @tropoly5561
    @tropoly5561 3 года назад

    I cant bring in the end chat event again in the dialogue

    • @Beardgames
      @Beardgames 3 года назад

      Make sure you have the event in your NPC, then you can call any event by dragging off the reference to that actor and typing in the name of the event :)

    • @tonybush565
      @tonybush565 2 года назад

      I was stuck with this too but just fixed it when I clicked the NPC ref and changed the variable type from details from Object to BP_NPC

  • @blackdoc6320
    @blackdoc6320 Год назад

    "I should make tutorials on youtube. Should I A, show everyone how to do each step and explain it so that they can retain what they've learned. Or B, make them copy and paste code that won't work without having to recode the whole thing anyways because I'm too important and busy for that teaching bullshit... Well Im not Ryan Laley I'll go with B"

  • @3dApe
    @3dApe 3 года назад

    Subbing. Goes well with my philosophy of condensing tutorials. So many dialogue system tuts out there take an hour or longer.

    • @Beardgames
      @Beardgames 3 года назад

      Glad to hear it brother tried to keep is simple :)

    • @germanslice
      @germanslice 2 года назад

      @@Beardgames The Struct called NPC Struct holds the whole entire thing up together and when that turns bad the whole thing all falls to 200 little pieces. So the imported Struct file has corrupted itself. So that's useless and the whole struct has to be redone again. And it changes all the enum pins in the struct into Byte.
      That's the corruption that causes all the pins in the code to break

    • @germanslice
      @germanslice 2 года назад

      @@Beardgames You need to also put up the dialog widget code in the blueprint link so we can zoom in and see all the correct pins, as your video doesn't show all the enum settings and pins that are connected up to the code. so its gonna be difficult to get all the enum settings right.

  • @3DAntonio47
    @3DAntonio47 2 года назад

    Hey dude, in this video at 3:50 or so, at the End Conversation node the NPC Ref doesn't want to plug into the target of my End Chat event. It says "This blueprint (self) is not a NPC_BP_C, therefore ' Target ' must have a connection." So the NPC reference isn't compatible with the End Chat object reference for some reason? I'm following along with the FPS template.
    I experimented by casting from the EndConversation to NPC BP and used the NPC Ref as the object which works, buuut after leaving the conversation, the FPS camera is now much lower (as if my character is half height or something). Any ideas on how to fix this? Thanks!

    • @3DAntonio47
      @3DAntonio47 2 года назад

      Oh, I found the issue! On the NPC blueprint 'EndChat' event, I changed the 'Set View Target with Blend', New View Target node to 'Get Player Character' and it's worked! Woop!!

    • @tonybush565
      @tonybush565 2 года назад +1

      I was stuck with this too but just fixed it when I clicked the NPC ref and changed the variable type from details from Object to BP_NPC

  • @s.kanessuperbiatv6464
    @s.kanessuperbiatv6464 2 года назад

    The first part got me excited but this part is a mess. Half the copied code isn't compatible and isn't explained. It probably would've been quicker to explain the process rather than spend forever trying to trial-and-error the copy-paste to work

  • @phantomslayer9714
    @phantomslayer9714 2 года назад

    The code no longer works, safe yourself the time , ps it crashes your project, can’t be reset if saved .

  • @aidan1909yt
    @aidan1909yt Год назад

    Hi - 4:02, change variable type to NPC

  • @sondrekileandersen2901
    @sondrekileandersen2901 2 года назад

    THIS IS POSSIBLE IN EU5. I just tested it and it works - but I had to download the full project and migrate it into my own project. The Other method did not work. If you have followed part 1 (like I did), and already have that in there, the naming for the original and the migrated assets are the same and seems to confuse thing. If you can, rename all files so that they are easier to distinguish. Just remember to replace all the names in the nodes. AND remember, inside you existing NPC, you have to activate the interfaces inside the class settings.
    Sorry I could not be more specific - I don't want to retrace my steps. Just wanted to ensure you that it works. And, I am a two weeks beginner, so I don't think there is any advanced stuff to make it work.
    Thanks for the tutorial!

    • @sondrekileandersen2901
      @sondrekileandersen2901 2 года назад +1

      But I would advice people to follow Raids tutorial instead, as it is more up to date and more flexible. But then mix the different parts to make it your own!

    • @kevinaccettarobles5042
      @kevinaccettarobles5042 Год назад

      @@sondrekileandersen2901 Who's Raids? Where can I find that tutorial? This one? ruclips.net/video/xI7WHD5C-ps/видео.html
      Would it be worth checking out even if the dialogue system I'm looking for is just a simple "X to talk to NPC, X to go to next line of dialogue until conversation is done"?

    • @MoinkAndKilo
      @MoinkAndKilo Год назад

      The camera goes into the middle of my character after talking to the NPC. Do you know how to fix that?

    • @sondrekileandersen2901
      @sondrekileandersen2901 Год назад +1

      @@MoinkAndKilo You can turn of collisions when in dialogue. But I would advice people to follow Raid Channels tutorial instead, as it is more up to date and more flexible.

  • @mantaframe3750
    @mantaframe3750 3 года назад +3

    unfortunately it does not work for me. Part 1 went great.
    Followed you every step, but from the part 4:02 the function End Chat does not exist for me.
    I went through the tutorial twice.
    Maybe it is because I use this third person story template, which is free for this month in the Epic Store.
    Still a great tutorial :)

    • @rafhamine1792
      @rafhamine1792 3 года назад

      I had the same issue. Try to check if the NPC_ref (inside NPC_Dialogue widget) has the variable NPC in it ( when I copied and pasted into my project it came as object variable type, so I couldn't acess the End chat function).

    • @tonybush565
      @tonybush565 2 года назад

      I was stuck with this too but just fixed it when I clicked the NPC ref and changed the variable type from details from Object to BP_NPC

  • @Alechs777
    @Alechs777 2 года назад

    This kinda sucks, I did the first part of the tutorial and everything was right, but I cannot use the downloadable files, because I'm using 4.23 version.

    • @Beardgames
      @Beardgames 2 года назад

      You don't need to download anything my friend I gave 2 options. Download the entire system or follow the tutorial and implement it into your own project :)

    • @Alechs777
      @Alechs777 2 года назад

      @@Beardgames Yes, but the downloadable assets that you mention don't work with older version of the engine.

    • @Beardgames
      @Beardgames 2 года назад

      @@Alechs777 oh sorry I didn't realize there were any downloadable files it's been a while since this video. Could you timestamp the extra download? Also if your project isnt too big you can upgrade your project to a new engine version very easily but it depends how close you are to finishing what you're trying to achieve 🙂

  • @Ayce71
    @Ayce71 Год назад

    Maybe you should consider redoing this video because 99% of the people watching it are unable to complete it with the high amount of errors. Thousands of people are suffering and having their time wasted, just a thought
    Edit: I got it to work eventually by downloading the whole project from the first link, and slowly copying and pasting everything in small chunks, handling the errors as they came. Impossible to list everything I had to do, but I guess it's manageable