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MounteaDialogueSystem

Mountea Dialogue System is an Open-source Mountea Framework Unreal Engine tool for creating (not just) complex dialogues within its own editor and validation system.

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Discord Channel

Discord LINK

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Documentation

Online Documentation including a Quick Start guide which will help you set up the plugin in a few easy-to-follow steps.

Tutorial videos

TUTORIAL playlist

Compatible Engine Version

Legend

Colour Explanation
๐ŸŸฉ Supported
๐ŸŸจ WIP
๐ŸŸช Deprecated (abandoned)
๐ŸŸฅ Partially supported (Epic Games Policies)

Support Table

Engine Version Plugin Version Support
UE 4.26 1.0.0.426 ๐ŸŸช
UE 4.27 1.0.0.427 ๐ŸŸช
UE 5.00 1.0.0.50 ๐ŸŸฅ
UE 5.1 1.0.0.51 ๐ŸŸฉ
UE 5.2 1.0.0.52 ๐ŸŸฉ
UE 5.3 1.0.0.53 ๐ŸŸฉ

Features

Graph Editor

This plugin comes with its own Graph Editor! This way you can easily connect nodes and visualise the Dialogue flow even for the most complex graphs you can imagine.

Graph Editor Validations

We are just humans and we tend to make mistakes. Graph Validator tries its best to track down all issues in the Editor before the project is packed, therefore saving a bunch of debugging hours for all parties included. Bonus: Graph Validator reflects Graph Themes!

Graph Themes Settings

Dialogue Graph Editor settings contain a lot of settings that might help developers tweak the Dialogue Graph Editor to their liking.

Dialogue Previews

To save precious time, Dialogue Previews show the raw context of the Dialogue Data. What is this helpful for? Well, changing Dialogue Data automatically updates the Previews, showing what data will be played for this Node.

Dialogue Decorators

Introducing Decorators, a powerful yet versatile tool of Blueprint-based events that could be triggered per Dialogue Node! This provides a simple way to trigger cutscenes, switch cameras, end dialogues when being attacked or anything you like!

Dialogue Node Details

A new feature dropped in, and that is Node Style now supporting indications of how many Decorators each Node implements and whether it inherits Decorators from Graph or not. This will come handy for debugging dialogues, showing that some nodes might not implement required Decorators!

Installation

Download the plugin (either from Releases or from Marketplace). For a more detailed guide take a look at the Wiki page.

  1. Download the branch release you are interested in
  2. Instal the plugin to your Game Project (within /Plugin folder)

Branches

  • Master: A master branch, should always be relevant to the most current Engine version and stable.
  • Version Branch: A stable branch for specified Engine version.
  • Version Brach_Dev: A development branch for a specified Engine version.

Star History

Star History Chart

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mounteadialoguesystem's Issues

UE 4.27 Two Participants in the scene crash

Describe the bug
Preamble: I know that you are abandoning 4.27 version of UE and that's fair, I am not expecting you to fix this but maybe just help me in this problem.

So, the UE Consistently crashes when I try to boot up a scene from the editor. It gives me this as a crahs report:

Details

`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UE4Editor_MounteaDialogueSystem!UMounteaDialogueDecorator_OnlyFirstTime::InitializeDecorator_Implementation() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MounteaDialogueSystem\Source\MounteaDialogueSystem\Private\Decorators\MounteaDialogueDecorator_OnlyFirstTime.cpp:17]
UE4Editor_MounteaDialogueSystem!UMounteaDialogueDecoratorBase::execInitializeDecorator() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MounteaDialogueSystem\Intermediate\Build\Win64\UE4Editor\Inc\MounteaDialogueSystem\MounteaDialogueDecoratorBase.gen.cpp:254]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_MounteaDialogueSystem!UMounteaDialogueDecoratorBase::InitializeDecorator() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MounteaDialogueSystem\Intermediate\Build\Win64\UE4Editor\Inc\MounteaDialogueSystem\MounteaDialogueDecoratorBase.gen.cpp:293]
UE4Editor_MounteaDialogueSystem!UMounteaDialogueParticipant::InitializeParticipant_Implementation() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MounteaDialogueSystem\Source\MounteaDialogueSystem\Private\Components\MounteaDialogueParticipant.cpp:43]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll`

To Reproduce
Steps to reproduce the behavior:
Have 1 Actor (Player Pawn) Dialogue Manager and Dialogue Participant BPs then...

  1. Go to another Actor
  2. Add the Dialogue Participant BP to them
  3. Try to boot up the scene from the Editor
  4. Experience Immediate Crash

Expected behavior
I expected to load into the scene without crashing

Desktop:

  • OS: Windows 10
  • Version Unreal Engine 4.27.2

Crash due to invalid pointer read in MounteaDialogueManager in UE 5.2

Describe the bug
nullptr error on line 244 of MounteaDialogueManager.cpp on access to DialogueContext->ActiveDialogueparticipant.

To Reproduce
Steps to reproduce the behavior:

  1. In the Examples project, try to interact with the dummy dialogue actor.

Desktop (please complete the following information):

  • OS: Windows 11 22621.1992
  • Unreal Engine 5.2

Additional context
Solved it by switching to ->Dialogueparticipant on the same line since that's what's being tested.

Should I open a pull request?

GetMaxAddAmount

Function: GetMaxAddAmount

Purpose: To ascertain the maximum quantity of an item that can be added to a stack.

Inputs:

  • UInventoryItem* ItemToCheck: The item to be checked.
  • int32 Quantity: Desired quantity.

Returns:

  • int32: Maximum quantity that can be added without exceeding stack limits.

Description: It checks for existing stacks of the given item in the inventory and calculates the minimum between the provided quantity and the available space in the stack.

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