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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Colour | Explanation |
---|---|
🟩 | Supported |
🟨 | WIP |
🟪 | Deprecated (abandoned) |
🟥 | Partially supported (Epic Games Policies) |
Engine Version | Plugin Version | Support |
---|---|---|
UE 4.26 | 1.0.0.426 | 🟪 |
UE 4.27 | 1.0.0.427 | 🟪 |
UE 5.00 | 1.0.0.50 | 🟥 |
UE 5.1 | 1.0.0.51 | 🟩 |
UE 5.2 | 1.0.0.52 | 🟩 |
UE 5.3 | 1.0.0.53 | 🟩 |
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.
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!
Dialogue Graph Editor settings contain a lot of settings that might help developers tweak the Dialogue Graph Editor to their liking.
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.
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!
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!
Download the plugin (either from Releases or from Marketplace). For a more detailed guide take a look at the Wiki page.
- Download the branch release you are interested in
- Instal the plugin to your Game Project (within /Plugin folder)
- 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.