Variable in NPC dialogue
Sorry for the lack of experience. I've been trying to figure out a way to make a simple dialogue system, where when a choice is made, a variable is added (ex. Choice one picked, +1 variable is added to social) which will effect dialogue later on.
I'd appreciate any help, since it seems its hard to find an answer on my own.
asked Dec 07 '17 at 12:53 PM in Using UE4
Consider creating a DataTable (a simple UE4 database) with each row representing a line of dialogue. You can do it in Excel (or OpenOffice), export it as *.csv, and load it into the engine.
In addition to plain text, a row like this can contain extra data - flags, sounds, images, IDs and so on. One of the extra pieces of info you could contain is the social impact; a simple int variable should suffice in this case.
Now whenever you trigger a line of dialogue, you read from a row in a DataTable and check whether this piece of text has any social connotations represented by the associated variable.
If I were you, I'd start by compiling a small (and, ideally, simple) sample of data in an Excel table. Something like that:
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