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Changing Dialogue Graph #12

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@DrewdoesGames

Description

@DrewdoesGames

Describe the bug
When using the "Set Dialogue graph" command (I tried both options and am using blueprint / nodes, NOT C++ in UE5)

To Reproduce
Steps to reproduce the behavior:

  1. Make an NPC, attach the 'Mountea Dialogue Participant Component' and create a child of that NPC
  2. On the child actor, inside the 'Mountea Dialogue Participant Component' assign a Dialogue Graph
  3. At the end of the first dialogue graph I use the 'Send Command' decorator to send a command to the child actor
  4. Inside the child actor I use the 'Participant Command Requested Event' and am attempting to take the 'Mountea Dialogue Participant Component' and use the 'Set Dialogue Graph' node to assign a NEW graph to that child actor.

Print strings show that the command IS being received correctly on the child actor but after setting the new graph if I use the 'Get Dialogue Graph' command from the 'Mountea Dialogue Participant Component' it still shows the OLD graph and Dialogue does NOT change to the new graph.

I've tried many different methods such as doing it through the parent actor etc. I've tried setting the graph to empty and then setting the new graph (I did this because if I leave the 'Mountea Dialogue Participant Component' graph empty and at 'Begin Play' use the 'Set Graph' function to the first Dialogue Graph it works and sets it, but it does not change it after that.

Expected behavior
The Dialogue graph to change and be set to the new dialogue graph, replacing the old one. Thanks for your time and thank you for the system :) I love it so far, just this one functionality has driven me a little insane. I can work "Around" it by putting everything on one graph and setting 2 lead nodes back to back and setting the 2nd lead node as "allow only once" but it does not look clean and drives my OCD a little crazy.

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enhancementNew feature or request

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