Skip to main content

Changelog

Version 3.7.0

You can see the code changes here.

Features

  • Added ability to load in the middle of quest dialogue
  • Added bool to auto select if only reply instead of showing 1 reply
  • Added BoundLevelSequence to automatically add NPCs
  • Added BPT_FollowNPCToLocation task
  • Added conditions to lines as well as nodes
  • Added conditions to Narrative Events
  • Added DialogueStarted/OnDialogueEnd delegate (for dialogue debugger)
  • Added end dialogue distance for when characters are walking away / free movement
  • Added FailQuest node to instantly fail the quest
  • Added function for OnQuestPostLoad
  • Added GetCurrentNode function to dialogue
  • Added GetDialogueText function to return soundwave subtitles if they exist for node ID
  • Added int to LinkSpeakerAvatar to return specific speakers from the array
  • Added OnActivate/OnDeactivate function to NarrativeEvents
  • Added output bool to TryExitDialogue
  • Added PlayParams to dialogue with unskippable, freemovement and stop movement overrides
  • Added priority to dialogue for multiple dialogue files
  • Added QuestDialogue to hold quest specific dialogue
  • Added QuestRequirements to quests
  • Added reason to ExitDialogue
  • Added override to CanSkipDialogue for specific cases
  • Added StayNearActor quest requirement
  • Added TaggedDialogue with TaggedDialougeComponent
  • Added track button to quest journal
  • Added gameplay tags to speakers for state updates
  • Added editor button to quests to return QuestDialogue class
  • Converted sounds, animations to pointers instead of hard references
  • Dialogue input key selections
  • Updated default node ID when generating new nodes
  • Updated to Unreal 5.7

Bugfixes

  • Added checks around broken states / branches to stop crashes
  • Added fix for copy and pasting nodes (Dialogue + Quests)
  • Added fix to dialogue comments
  • Blocked copying / duplicating root nodes
  • Fixed a bunch of variable clean ups for better memory management
  • Fixed bug where avatars would spawn in and player wouldn't stop movement
  • Fixed bug where freemovement would autostop - shouldn't really happen
  • Fixed bug with camera positioning on dialogue nodes
  • Fixed call to EndDialogue after sequence stops to prevent camera glitches
  • Fixed head rotation for different height based characters
  • Fixed missing transaction flags on nodes
  • Fixed quest journal text not wrapping description.
  • Fixed vertical wiring offset

Version 3.6.0

You can see the code changes here.

Features

  • Replaced StartFromID with Params (StartFromID & Priority)
  • Optimised a bunch of blueprints
  • Using soft classes instead of hard references in C++
  • Unused return bool removed from Narrative Events
  • Tidied up UI blueprint code
  • Added Set/Get speaker code to C++
  • Added PreQuestStarted event that runs before BeginQuest runs
  • Added SetTracked function to track / untrack quests
  • OnTrackedChanged event added to Quests
  • Refire event on load bool
  • Added dialogue priority to block lower priority dialogue from starting
  • Added player adjust transform to stop the player from moving
  • Added Sound attenuation to chagne how sound is played
  • Updatedsequence player to new GetSequencePlayer
  • Cleaned up unused C++ references
  • Removed default text / speaker
  • Hints now use GetStringVariable
  • Default Quest and Dialogue trigger blueprints
  • Quest task search paths added to editor settings for faster searching (editor only)
  • Updated to Unreal 5.5

Bugfixes/Misc

  • Fixed events running on load everytime
  • Fixed UI running on load
  • Fixed bug with replicated dialogue crashing
  • Fixed crashing sequencer stop on built games
  • Fixed NE_CompleteDataTask data type bug
  • Removed old OneOffShot task
  • Fixed a bunch of old redirectors
  • Party component will now use the UI

Version 3.5.0

Features

  • Narrative moves to CommonUI, meaning you'll get amazing controller support for dialogues
  • Barlow font being set back to Roboto, meaning people trying to use other languages like chinese or russian will have their languages supported properly
  • Speakers now have a localizable FText display name, instead of using the Speaker ID
  • Dialogue TEXT copy and paste has been added back in (fixed in Narrative 3.5.1)

Bugfixes/Misc

  • Waypoints being removed - do not upgrade if you want to keep these (or keep a copy so you can add them back in if you need them)
  • Saving will no longer broadcast to the UI. It will load in the background only
  • Conditions which stop dialogue from running will no longer crash
  • Query Journal task panel will now scroll when many tasks are present
  • Server based dialogue will no longer crash clients when dialogue is conditioned
  • Jumping in and out of dialogue will no longer freeze the player responses
  • Back-linking on a player node with no text no longer crashes Narrative