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.