Here is the list of the versions and changes that had been released before the website has been created. Some of the early updates lost their release note.
Context Binding; now you can attach some logic about how the final result of the text will be looked like.
Sample Contents Added: Some sample assets related to the event & condition and showcase assets and level were added to the contents folder.
Dialogue Event Function Refactored: Now you can access the gameplay static instance in every event & condition instance. Now you don't need to be forced to use LevelDialogueEvent to get Gamemode or GameInstance or PlayerController!
Fragment system added. Now you can add a fragment of data set on the node to use it on manipulating the dialogue widgets. See more details on the official document.
Nodes, pins, connections visuals reworked! The general design has been changed in a clear-looking way. Now you can check the connection between pins much more easily with the highlighting feature. simply put your cursor on a connection, then it will be highlighted in red. Recursive and normal connections' visuals have been separated. Now you can toggle the visibilities of the connections for each type on the toolbar.
Some new features for the enhancement of user productivity have been added. Now you can easily change the key of the main context text of the nodes with the node key box. Double-click on the key name to edit the key. Now the answer pins of the select node will be automatically synchronized by the answer array. now you can add a pin without manually pressing the + button on the node. Some new toolbar features have been added. : Toggle Visibility / Quick - Custom Event Create / Quick - Custom Condition Create
Refresh node features added. If something went wrong with your node, you can right-click on the node and press "refresh node" to fix up the node data.
Blueprint functions/events newly attached on the widgets / handle components.(Handle Components: On String Played, On String Listened, Widgets : On String Played, On Node Played)
Random node refactored. Now Random nodes use random Instances to express more dynamic randomness.
Some major bugs have been fixed, including copy-paste bugs.
The Fragment-related functions (FindFragmentByClass, FindFragmentsByClass, GetAllFragments) have been added to the dialogue node class.
Some properties of the classes in the plugin are now visible and writable in the blueprint :
Dialogue Widget Base :
- CurrentPlayingDialogueNode
- NumberOfShowingChar
- TextUpdateFrequency
- bIsUpdating
- bCanSkip
Dialogue Node Base :
- Events
- Conditions
- ChildNodes
- SubNodes
Dialogue Node Base - Context :
- SpeakerNames
- ListenerNames
- Context
- bShouldEnableSkip
- AutoSkipTimeLimit
- bOverrideSkipRatio
- OverrideSkipRatioPerClicks
Auto-generation of [[StartSelect]] feature is now available on the select node. Now you don't have to manually write down '[[StartSelect]]' Command to every single select node. You can turn off this feature by setting "Generate And Append [[StartSelect]] Command Automatically" on the select node to false.
Fixed the issue that causes engine crash when the widget couldn't find any next node to be played in the dialogue in some special cases.
Some bugs related to the sample widget asset "BPDialogueWidget" has been fixed.
New example assets have been added to the plugin.
New functions related to the conversation components have been added to the plugin.
Some internal classes are now visible in Blueprint
Custom Node System has been added. Now you can create and define your very own special node and its functionality with C++/BP. See the example assets provided, and check out how to use it
Internal rework: The widget's internal functions and features has been reworked. Especially about the update of the dialogue. some new ways to control the flow of the dialogue have been added. (pause/unpause, MoveToNextNode, Skip)
The widget classes have been merged into a single class.
Handler command feature has been removed, due to its impracticality.
New WYSIWYG Editor has been added and replaced with the old editor in the plugin.
Now you can set your decoration Just by simply selecting a section on your script, and changing its style by clicking some buttons for the style you want to apply.
Now you can see your dialogue's final result on the dialogue, without playing the dialogue itself in PIE.
Every node with context text on the node's visual graph will use this new editor instead of multiline slate, so you can use it on your own custom node either.
New Rendering State and interpolation have been added. You can simply change the widget's rendering style to be fixed on the screen, or make it follow the participant of the dialogue, and also the system provides an interpolation animation for that.
Now the widget doesn't directly change the rich text block on its widget layout, but it simply gives a text widget for the context text and applies any update on that widget instance, and with this text widget, you can simply customize your widget design more further.
Now the editor's visualization updates immediately when changing the setting on the editor preference, and also the name of the properties has been changed to be more intuitive.
Now you can set the container which you want to add to display the select node with the property "ParentWidgetButtonContainerWidgetName".
Now the dialogue manager editor supports the comment system
The Issue that the execute node doesn't work properly has been fixed.
The issue that the entry list for the editor tabs in the dialogue manager editor contains the same entry twice has been fixed.
The issue is that the detail tab can not show multiple nodes at once.
The issue that the 'immediately remove' argument on the function 'EndDialogue' does not affect its action at all has been fixed.
The performance of the dialogue manager editor has been improved minorly.
Participant arrays have been replaced in the participant struct.
Properties and functions related to the Clean Up have been removed.
This version focuses on bug fixes and polishing the quality of the sample assets for the plugin.
Now, participant name texts will be populated as individual widgets instead of a single text block. (This requires some changes on your widget due to the signature of the event delegate has been changed. Please check out the sample widget for the way to implement this.)
Now the 'bCanMoveToNextNode' flag has been added. If this value is set to false, It will block any kind of action that move onto the next node.
Example assets have been changed slightly. Now it covers the conversation over multiple participants.
Some minor bugs have been fixed. Especially related to the CDO of classes.