Events in a struct?
I am trying to figure out the best way to implement a functional dialog tree. I based my initial system off of this tutorial that allows me to edit my dialog trees like so:
This gives my non-programmer teammates a very easy way to create basic dialog trees with NPCs. However I want to extend this to allow functionality to be hooked into a Blueprint. For example, calling a function to add an item to my inventory or trigger a quest step. Since the dialog tree is split up as multiple Structs, I cannot figure out a clean way to do this.
I would like to avoid implementing the full dialog tree in Blueprints, if possible. Ideally, an artist could implement a dialog tree, and pass it on to a programmer to implement the events.
asked May 27 '16 at 09:37 PM in Blueprint Scripting
More customization than a struct, more flexibility. Also can be put into data tables. Enjoy! :D
answered May 28 '16 at 05:02 AM
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