Original Discord Post by traumwolf | 2024-09-20 18:24:00
Hey, I am now trieng for some time to get the hang to handle custom actions in Unreal in combination with the Narrative Design tree. So far it`s a nightmare. I don’t really get, how exactly it is determined how and when the actions get fired. It feels completely random. Sometimes it works, sometimes not - and some actions just don’t want to be fired. The documentation isn’t that clear regarding those two combined. And yes, I did the tutorial a few times in case I missed something.
Yea, I have similar experience. If there are more than 1-2 actions in a narrative section, the results get inconsistent. I think actions in narrative design should be more deterministic. For this reason I’m currently not using the convai actions and instead I have a parallel scheme (using section_ids) in-game to trigger actions.
<@1023671043287699568> - so I mainly want to fire events during my dialogues, which are sometimes very specific. Those events should for example only be fired, when the character says specific words. When I talk in multiple steps over let`s say payment - and I have multiple "payment"like events, it gets really messy
because I would like to fore let`s say animations for specific parts of each narrative section, etc. Like let’s say cutscene XY, when the character talks about fire - and cutscene VZ, if he talks about love
chard_id: 31978a2c-5814-11ef-8a40-42010a7be011
trigger: AltAskForCode: 432dc7e0-62c5-11ef-a4db-42010a7be011
reply code to trigger: anything for science
Expected behavior at section f95cf09e-62c6-11ef-8ff2-42010a7be011: Do 4 listed actions plus speak.
Actual behavior speak, but only do 1-2 of the actions.
I also tried to combine the Blabla at the end of each block to be able to build a more bulletproof action system. But sadly its either AI generated or … content - I can`t use them in conjunction.
<@249594950071746561> <@250569372186312704> : Narrative Design has not been tested for this specific use case. It functions similarly to a dialogue tree, allowing control over speech, and was not originally designed to manage actions. We can consider exploring this in the future.