Quest System (with BP provided, UE4)

Quest Dialogue (Pt5)



Fixed Pt4 bug (objectives adding up when choose more Quest available column:

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Open WB Quest Giver, in Select Quest custom node.
Add a clear children node and traget as Objectives Veritcal Box
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Create Dialogue


Create a widget called QuestGiverDialogue (or WB Quest Giver Dialogue, inter-usable in this tutorial)
Add an image (name as Background, untick variable):
Aligin bottom, Position X: 0, Alignment 0.5, 0 (let it position exactly in the middle)
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Go to BP Quest Giver
Add follow nodes after Event Interact Node (the Widget should choose Quest Giver Dialogue Widget, not WB Dialogue Widget)
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Test in game if dialogue box pomp up

Continue in BP Quest Giver,
Add Dialogue variable
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Add dialogue in Default values index
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Add 2 variables and connect to this added branch:
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Promote new variable from WB Quest Giver Dialogue Widget, name as Dialogue Widget
Connect as follow:
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In false branch (if Dialogue is opened):
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To let the last dialogue finishes, then no blank widget and jump to the quest page, extend after ++ node:
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To let the mouse cursor on during dialogue, cut and paste the follow nodes after WB Quest Giver node (Set Widget active should be excluded)
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Connect the add to viewport node on WB Quest Giver Widget, and then paste mourse cursor BP on WB Quest Giver Dialogue nodes as follow :
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To get rid of the 1st dialogue, so it starts from Dialogue index 1 (This is the text)
Copy the following:
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paste in between
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Also in BP Quest Giver, change the dialogue index from 0 to 1
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