Dialogue Participant Component - NEW! {{ currentPage ? currentPage.title : "" }}

Overview

The ADS Dialogue System allows developers to integrate dynamic, multi-participant dialogues into their Unreal Engine projects. Using the UADSDialoguePartecipantComponent, actors can participate in conversations, trigger animations, and manage dialogue events.


Setting Up the ADS Dialogue System in the Editor

  1. Add the Component:

    • Select the desired actor in your scene or blueprint.

    • Add the ADSDialoguePartecipantComponent from the Add Component menu.

  2. Configure Participant Properties:

    • Set the Participant Name (PartecipantName) to uniquely identify this actor.

    • Assign a Participant Tag (PartecipantTag) for identification during dialogues.

    • Add a Participant Icon (PartecipantIcon) to represent this actor in dialogue UIs.

    • Specify the Voice Spawning Socket Name (VoiceSpawningSocketName) to define where dialogue-related effects or sounds originate.

    • Specify FacialSkeletonComponentTag: if you are using facial animations, the tag of the skeletal mesh component in the Owner Actor that holds the facial mesh that will be used for the animations

  3. Assign Dialogues:

    • Populate the Dialogues array with ADSDialogue assets.

    • These assets define the content and flow of conversations for this participant.

  4. Set the Skeletal Mesh (Optional):

    • If the actor uses a skeletal mesh, assign it in the Participant Skeletal Mesh property (SetParticipantSkeletalMesh).

    • This enables the system to play animations during dialogue events.

  5. Implement Events (Optional):

    • Bind to the OnDialogueStarted and OnDialogueEnded events to trigger custom logic when dialogues start or end.

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