Issues with Actions & Narrative Design

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.

Reply by focuskontrol | 2024-09-20 20:40:36

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.

Reply by k3kalinix | 2024-09-20 21:01:41

Hello <@250569372186312704>,

Reply by k3kalinix | 2024-09-20 21:02:31

Did you test our Action Sample Project

Reply by traumwolf | 2024-09-20 21:03:59

thats how my action system looks like, the action get granular

Images:

Reply by traumwolf | 2024-09-20 21:16:20

<@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

Reply by traumwolf | 2024-09-20 21:17:45

would love to be able to fire Unreal Events from within the Narrative Designer

Reply by traumwolf | 2024-09-20 21:19:28

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

Reply by focuskontrol | 2024-09-21 05:38:24

For me the inconsistency happens already at the playground stage

Reply by k3kalinix | 2024-09-22 21:00:51

<@365628745886859267>

Reply by k3kalinix | 2024-09-23 07:20:56

<@249594950071746561> <@250569372186312704>,
Could you please share character ID?

Reply by focuskontrol | 2024-09-23 07:26:50

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.

Reply by traumwolf | 2024-09-23 08:10:50

2d5ebb88-5602-11ef-bebf-42010a7be011

Reply by traumwolf | 2024-09-23 08:11:55

I am now started to switch to a TriggerBased approach instead of using actions only

Images:

Reply by traumwolf | 2024-09-23 08:13:54

would really help me to get to know - how those custom actions get properly setup and how they work in complex scenarios.

Reply by traumwolf | 2024-09-23 08:15:53

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.

Reply by traumwolf | 2024-09-23 08:16:16

<@1023671043287699568>

Reply by traumwolf | 2024-09-24 14:43:40

<@1023671043287699568> What would be your suggestion in that case?

Reply by sconvai | 2024-10-03 15:31:44

<@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.

This conversation happened on the Convai Discord Server, so this post will be closed.