
Description
A modular, data-driven dialogue system entirely in blueprints!
Define your dialogue in data tables and assign them as conversations to any character either in-editor or dynamically at runtime.
Dialogues/Conversations can include:
Multiple speakers
Unique colors per speaker
Assign dialogue lines to different speakers dynamically so you can reuse Dialogues with different characters
Blueprint Event actor to control any number of events you wish to trigger on a specific line.
Audio cues on specific lines.
Branching choices for the player
This system is perfect for any game or project requiring dynamically populated and data driven conversation. Extremely flexible and can be started in any number of ways to allow for easy adapting to any scenario.Demo map includes example events, engine audio cues to demonstrate audio and a basic interaction system for initiating the dialogue.
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