Current Version: 3.0.0.55
All notable changes to this project will be documented in this file.
Version 3.0.0
- Custom Nodes for whole Dialogue System
Fix Mountea Nodes
option
- Editor only
EXPERIMENTAL
feature that should fix broken Nodes- This feature is based on
nodes_replacement.json
file that can be udpated, editor and downloaded from Editor Settings- World Space UI support
- NPC Dialogues
- Environmental Dialogue where, for example, 2 NPCs talk about weather without any Player Interaction
- Graph PIE Focus to see Active Node and progress per NPC per Client
- Added Dialogue Manager Actor that can be placed in World
- This Actor is used for Environmental Dialogues
- Keyboard/Gamepad selection in UI
- Custom Nodes are now fully integrated even for Interfaces
- Dialogue Data are now trully replicated
- Listen Server is now viable option, fixed Client 1+ bug with UI and Sound
- Complete Source Code refactoring
- Major code improvements in stability and readibility
- All functions are now in
Statics
libraries, including generic HUD Statics- Dialogue Settings (Gameplay) are now stored in
Config
DataAsset
- This will break existing settings, however, this approach offers easier loading
- This approach also enables custom settings by making custom Config class
- Content Browser menu is updated
- Main Ribbon menu button has been updated, now including links to YouTube channel and even links to Settings
Version 2.0.4
- Graph Scoped Decorators
- Enables decorators to be scoped to run only when Graph starts
- Helps prevent unintended effects across multiple nodes
- Option to Enable logging channels
- Allows selective activation of logging channels for better debugging
- NetMode logging information
- Additional logging details to track network replication states
- Execution order to Nodes
- Nodes now have explicit execution order control
- Ensures predictable flow in complex dialogue graphs
- New Delay Node
VERY EXPERIMENTAL
- Introduces a pause in Graph execution
- Currently experimental, use with caution!
- Hidden variables for StartNode, ReturnToNode, and DelayNode in graph editor
- Hidden in editor to reduce visual clutter
- Toolbar Button updated with Dialogue buttons separated from Interaction ones
- Decorators now have
Blacklisted Node
, showing an error message if attached to such
- Prevents decorators from attaching to incompatible nodes
- Decorators evaluation (First Time Only)
- Fixed issue with decorators not evaluating correctly for
OnlyOnce
type of Decorators- Graph Validation
- Improved validation to catch more potential issues
- Graph errors are now shown in PIE, too
IsValid
function to validate DialogueRow
- Function now properly checks DialogueRow for validity
- OptionsContainer not propagating OptionClass properly
- Now correctly propagates the
OptionClass
PIE
bug where engine crashed when hovered over Node in Graph (while in breakpoint)
- Resolved crash occurring during debugging in Play-In-Editor (PIE)
PIE
bug where Node title was not visible in Graph (while in breakpoint)
- Node titles now remain visible during debugging in PIE
- Graph connection visual
- Improved visuals for connections between nodes.
- Sorting algorithm to respect Execution Order
- Algorithm updated to ensure nodes follow the correct execution sequence.
- Enabled (almost) 0s dialogue durations
- Allows rapid transitions with very short or nearly zero-duration dialogues.
Version 2.0.3
- Typewriter Effect
- Effect is in
Dialogue Row
- Effect can be turned on/off using Decorator
Import/Export
logic(THIS FEATURE MIGHT BE UNSTABLE)
- Every Dialogue can be export as
mnteadlg
file- Dialogue can be import to
Mountea Dialoguer
tool and reimported back again- New config file in Project Settings contains all import info for reimports
- Right-click menu now contains
Dialogue Data table shortcut
- Z-Order value in Dialogue Widget
- Manager has Getter/Setter functions for updating the Z-Order
- Auto Gameplay Tags download
- This way default Gameplay Tags will always be present
- Added helper function
GetObjectByClass
which can input Object, Class and will return Object of the selected class (instead of casting)- Added custom K2Nodes visuals
- Fixed
WBP_DialoguerRow_WithIcon
missing reference- Fixed functions documentation to mention Player
State
instead of Controller- Fixed dialogue initialization crash with Saved Node
- If Participant has Saved Node which is from different Graph than the current one, then Dialogue ignores Saved Node and continues from start
- Fixed Decorators initialization
- Ensured all Decorators have Manager and Participant before validation
- Fixed broken Input Actions and Mappings
Traversed Path
now contains Graph ID- Right-click menu updated
- Menu is now on top
AllowOnlyFirstTime
decorator will result in failed validation if attached tofirst
dialogue node after start node- Toolbar Ribbon buttons reworked
- Dropdown menu now offers more links with better descriptions
- Updated welcome screen and validation screen with updated icons
InitializeDialogue
function from Function Library has been renamed toAdvanced Dialogue Initialization
- All functions are now categorized by
Class
- Manager function are in
Mountea|Dialogue|Manager
section etc.
Version 2.0.0
- Dialogue Nodes can be created in blueprints
- That means you can create your own Nodes!
- Dialogue Graph, Node and Decorator will have Tick function!
- Carefully narrated to the Active Node and Decorators only for performance saving
- Replication of base Dialogue stats
- States, Progress etc.
- Dialogue UI will be slightly changed to allow custom Widgets
- All UI is Interface based now, so calling Interface functions instead of class-based functions to allow swapping WBPs
- Default Gameplay Tags
- Row Duration
Auto
is now editable from Config (default is8
)
- This value defines how many seconds it takes to wait per 100 words
- 300 words long text would wait
( 300 * 8 ) / 100
Invoke Dialogue UI
function is now exposed to Blueprints- Typewriter effect will be added for UI
- UI will show text character by character
- Added new Editor/Debug Build logging to Console and Screen
- Added
bIsStoppingRow
variable to Dialogue Row Data to enable dialogue rows from being executed- Replace regex in Text so you can now use formatted texts with possibility to have parts replace
- Example "Oh, isn't that the famous {name} who alone won the cup?"
{name}
can be fed to regex replacement function with any input
- That annoying fix where the graph crashes if using Gameplay Tags
- Traverse Path is now Structure instead of TMap
- This is breaking change.
- Dialogue Node and pre-defined Decorators require
FDialogueRow
DataTable- Dialogue Decorators don't have drop arrow in the list anymore - replaced with
Delete
button
Version 1.0.6
- Added: Advanced Wiring Style for Nodes
- Added: More robust logs for
InitializeDialogue
- Added: New Dialogue Row Data Duration Mode
Manual
to allow Manual skipping of Row Datas- Added: New and nicer Menu Selector
- Fixed: Editor Crash fix for Auto Arrange
- Fixed: Dialogue Row UI now support Class/ID coloring settings
- Fixed: Missing
Additional Data
class Description
- Changed: Additional Dialogue Data is now
DataAsset
instead of Class Picker- Changed: Lead Node now can point to multiple Answer Nodes
- Changed: Answer Node now can point to multiple Lead Nodes
Version 1.0.5
- Added: Added support for Gameplay Tags (beta)
- Fixed: Editor Crash fix
- Fixed: Interfaces C++ access fix
- Fixed: OverrideParticipants Decorator Fix
- Fixed: Linux/Mac Build fix
- Changed: Exposed
bDoesAutoStart
for Dialogue Nodes
Version 1.0.0
- Added: Mountea Dialogue Graph
- Added: Mountea Dialogue Node
- Added: Mountea Dialogue Graph Editor
- Added: Mountea Dialogue Graph Validator
- Added: Mountea Dialogue Graph Arranger Alpha
- Added: Mountea Dialogue Decorators
- Fixed: -
- Changed: -