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Medium 1 für Eintrag Easy branching dialog system

Beschreibung

Dialog Plugin Node-Based Branching Dialog System for Unreal Engine 5.5

Dialog Plugin adds a complete, data-driven conversation system to your project, built around a visual node graph editor. Design branching NPC dialogs entirely in the editor, no dialog logic needs to be hardcoded in Blueprints or C++. Dialogs are self-contained assets that your game loads and drives through a small, clean runtime API, making the plugin equally suited to narrative-heavy RPGs, quest-driven adventures, or simple NPC barks with player choices.

KEY FEATURES

- Visual dialog graph editor

Build conversations as a node graph: a Start node, Dialog Line nodes, and End nodes, connected with pins. Reconnect, branch, and rearrange dialog flow visually, with dedicated icons for adding/removing pins and nodes.

- Branching player responses

Every dialog line can offer multiple player responses. Each response can trigger its own Dialog Event (a Blueprint or C++ class) when selected for reputation changes, item grants, quest hooks, or any custom gameplay logic before advancing to the next line.

- Conditional dialog start

Attach a Start Condition (Blueprint or C++) to any dialog so it only becomes available when world/gameplay state allows it — lock dialogs behind quest progress, relationship values, or any custom check.

- Gameplay Tag–driven state

A dedicated Dialog World Subsystem exposes a Gameplay Tag container that your gameplay code writes to (`Add Gameplay Tags`) and that Conditions read from no tight coupling between dialog assets and game systems. Comes with native status tags out of the box (Active / Completed / Locked).

- Dialog chaining

End nodes can immediately queue a follow-up Dialog asset, letting you compose long multi-part conversations out of smaller, reusable pieces, and run custom End Events when a conversation concludes.

- Simple runtime API for UI

`UDialogWorldSubsystem` provides everything a HUD needs: `Start Dialog`, `Select Dialog Response`, and `Get Current Dialog Line`, plus Blueprint-assignable delegates (`OnDialogStarted`, `OnDialogLineChanged`, `OnDialogEnded`) so your widgets react automatically instead of polling.

- Ready-to-extend base Widget

Includes `UDialogWidget`, an abstract UserWidget base class that auto-binds to the subsystem — just implement `OnLineChanged` / `OnDialogEnded` in your own Widget Blueprint and call `SelectResponse` from your button clicks.

- Speaker & text data per line

Each dialog line carries a Speaker (Gameplay Tag), full Dialog Text, and an optional short summary for the graph preview ideal for driving portraits, name plates, or localization pipelines.

- Data asset–based organization

Group and tag all your dialogs in a single `UDialogDataAsset` (Gameplay Tag → Dialog map) for easy loading and lookup at runtime.

- Fully Blueprint & C++ extensible

Conditions and Events are CDO-executed classes that can be implemented natively in C++ or entirely in Blueprint, so designers and programmers can both extend the system without touching the core plugin code.

TECHNICAL DETAILS

- Engine: Unreal Engine 5.5 5.6 5.7

- Two modules: a lightweight Editor module (visual graph editor) and a Runtime module (everything needed in a shipping game)

- Depends on the engine's GameplayTags system

- C++ source included, fully documented public headers

Whether you need a full branching dialog tree for an RPG or a simple conditional NPC line, this plugin gives you a visual authoring workflow backed by a clean, extensible runtime.

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