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Generic graph data structure plugin version extended for working with dialogues Works with both Unreal Engine 4 and 5
- Custom asset type
- UE4/UE5 BehaviorTree-like asset editor
- Extendable graph node type
- Extendable graph edge type
- Extendable graph type(new asset type with generic graph editor, C++ only)
- Dialogue graph data asset type
- UE4/UE5 BehaviorTree-like asset editor
- Player and NPC Dialogues Nodes
- GameplayTag System
- Conditions and Results structs of the dialogue choices
- Structs can be extended
- Localization support
- Blueprints friendly interface
- Ability system
- Dialogue system
- Quest system
- Etc
- Dialogue system with choices and results based on GameplayTags
- Clone this project to ${YourProject}/Plugins/
- Generate project file
- Compile
- Store Dialogue Graph object where you need to access Dialogue Nodes.
- Initialize your GamePlayTags for provided Dialogue Graph. Use InitializeValidationTags() method.
- Use GetStartDialogueNode() to get first NPC Node. If Dialogue Graph have few brunches. Brunch will be chosen based on provided tags.
- Use get GetPlayerDialoguesNodes() or GetNPCDialoguesNodes() to return nodes from source node. Important! PlayerNodes must return NPC Nodes. NPC Nodes must return player nodes. Build you graph properly!
- Use GetVisualData() in node to return Node visual data.
- Use GetConditionData() in NPC or Player Node to return node condition data (GameplayTags).
- Use GetResultData() in Player node to return node result data (GameplayTags).
