Dialogue System using Behaviour Trees

Dialogue's can branch and remember player choices based on dialogue states

Each dialogue tree can contain up to the maximum integer (2.147 million) dialogue states, it can even be set up to hold specific pieces of the dialogue when the player ends a conversation or reset to the beginning of it all.

Dialogue can follow a set directive for a character to monologue, with editable names, other characters nearby could also interject in the conversations!

This is dialogue system works via several different blueprints that all tie into the behaviour tree, inputs via the UI elements progress though the conversations.

Pixilation Post Process Control

Pixilation control with forwards and backwards compatibility.

Finished blueprint to the right.

Dialogue boxes and control

Dialogue boxes with control blueprint to the right

CRPG Style stat rolling system

CRPG Stat rolling system with blueprint to the right

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