Dialogue Adding

1. Creating a Dialogue Tree

Open AC_DialogueComponent to define your conversation logic:

  1. Create a Custom Event: Create a new Custom Event and give it a unique name (e.g., Conv_Intro_NPC1).

  2. Start Dialogue: First, call the Start Dialogue function to initialize the session.

  3. Build the Conversation: Use the following macros to create the flow:

    • Speak: Use this for NPC dialogue. You can set the text (subtitles) and audio.

    • Give Player Options: Use this to create branching choices for the player to respond.

  4. End Dialogue: Always call the End Dialogue function once the conversation is finished to close the UI and clean up the state.

Triggering the Dialogue

To play the dialogue you created, open the NPC Control Object for the specific NPC you want the player to talk to. You can trigger the conversation by calling your Custom Event as shown in the example image below.

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