💬
Easy Dialogue System
  • 🥰What is Easy Dialogue System?
  • Creating and managing dialogue
    • 🗃️Structure
      • 🎲Answers
      • ☑️Config
        • 🟦Font Style
        • 🟦BP_Config
      • 🗣️Dialogs
        • 🟦Depth_1
      • 😉Emotions
      • 🎸Sounds
      • 🌐System
      • 📜BP_Dialog
      • ✨UI Dialog
        • ✨Designer block
        • ✨Graph block
    • ⚒️Creating a dialogue
      • ⚒️Creating a "Data Table" with a dialog
      • ⚒️How to submit a dialogue to the system?
      • ⚒️Forcefully end the dialogue
    • 🆘Support
Powered by GitBook
On this page
  • All configuration is located in one folder - All -> Content -> EasyDialogueSystem -> Config.
  • In the "Config" folder you can find:
  • General description of the contents:
  1. Creating and managing dialogue
  2. Structure

Config

PreviousAnswersNextFont Style

Last updated 1 year ago

All configuration is located in one folder - All -> Content -> EasyDialogueSystem -> Config.

In the "Config" folder you can find:

Folders: FontStyle

Files: BP_Config, Enum_Emotion, Enum_Interlocutors, Enum_Events, DT_Character

General description of the contents:

BP_Config: contains all variables for configuring the module, such as typing speed, whether emotions should move, whether the video will be looped, image sizes, etc.

Enum_Emotion: The names of all available emotions for all characters at once. Enter all possible emotions, and we will handle their mapping to characters in the DT_Character table.

Enum_Interlocutors: The names of all possible characters in the game. The mapping of characters to emotions will be done in the DT_Character table.

Enum_Events: This is a regular ENUM used to track player inputs and dialogue transitions. This value is returned through an Event Dispatcher and can be handled in any Blueprint Class.

DT_Character: Contains a connection between the Enum_Emotion and Enum_Interlocutors tables, which we will refer to as Character. The Character column specifies the name of the character and selects an emotion for them. The Image column contains the actual emotion for this Character. Here you can also specify EmotionSound, the sound that will play when starting a dialogue with this Character, and EmotionVideo for video. It is important to note that if EmotionVideo is present, it replaces Image and Sound, and takes priority in dialogues.

Here is an example of a Character with filled data:

The folder contains styles for displaying text. More details .

🗃️
☑️
FontStyle
here