UE4 and Articy:Draft - placement of function triggers

If anyone is using Articy:Draft for their dialogue system and/or driving the gameplay logic in UE4, where do you usually place your function triggers inside your Articy project?

I’m experimenting with placing them either into custom fields in a custom template or into the Full text field under the General tab in the Dialogue Fragment and placing them in between curly braces.

Any suggestion is welcome

Sorry I don’t have an answer for you, as i am new to the program (just picked it up). It’s awesome but I am unclear of how best make use of the info from articy. Have you managed to find any tutorials of a project using articy to ue4 to help understand how/why it is used? Specifically the dialogue.

For our project the articy is a very useful tool for 2 things: writing and designing the dialogues, and driving the game logic (state). One of the pros is that articy is less resources hungry than UE4 so you can take your laptop to a coffee shop a write your dialogue in there. We do non-linear stories and for that purpose the articy is a very powerful tool since it allows us to divide, branch and organize our dialogues in a fairly easy-to-read way.

We had to built our own system for importing and parsing JSON files that you can import from articy. The next step was to build a logic for analyzing the dialogue branches, checking the conditions, executing commands that can be embedded in the nodes and pins and finding the next valid nodes based on the preset criteria. Almost the whole system was written in blueprints and on UE4 4.18 it runs lag-free.

Fortunately, Nevigo has recently released first beta of their UE4 importer. It allows you to skip coding most of the steps mentioned above. Check their forum, they have a new branch dedicated to UE4 importer. You can use their plugin to build the logic (relatively easily using the provided blueprint nodes) for your dialogue in your game. For example, when a dialogue should get triggered, how to display individual selection options for the player, how to proceed when the player picks a particular option etc.

Another pros for us is that the export function in articy allows exporting the dialogue with all the referenced media (pictures, audio). Lets say that you assign a picture to your character. You can then export it to your UE4 game and e.g. display it in your widget UI when the particular character is speaking.

The tutorials on using the articy with UE4 are, however, almost non-existent, at least for now.
I hope it gave you at least some answers to your question on “how and why”.