Next, building upon my existing checkpoint and objective system I set up a conversation blueprint. If the conversation boolean is enabled on the NPC blueprint when the player enters the interaction collider volume and presses “Interact” the NPC blueprint will then check if the player is within the conversation manager volume and grab the corresponding array of dialogue lines.
Once the array of dialogue lines has reached its end, or the player walks away from the NPC’s interaction volume, the conversation widget closes, and the player regains full control of the first person character. If the “Gives Objective” boolean is checked on the NPC, the conversation blueprint also sets a new objective for the player at the end of the conversation.
If the “Is Merchant” boolean is checked on the NPC, the interact button will pull up a shop widget where the player can purchase a set array of items or upgrades.
You can also set the NPC’s name, which is then grabbed by the on screen widgets.
At the moment the game only uses temp test sounds, but over the weekend I was approved for a full WWise license for the project, which releases me from the pesky 200 sound limit.
This week I am going to add the ability to play a unique voice line that corresponds to the dialogue text.
If you made it this far, thanks so much for reading and I hope you enjoyed. Much more to come!