Original Discord Post by whathefang | 2024-08-07 17:28:38
I’ve been trying to follow this as an example Narrative Design | Documentation
I’ve also read and watched all the other currently available tutorials.
Unreal v5.4.3 , plugin v3.2.1, standard first person map
I’ve got my narrative flow working in the playground, but am having trouble in unreal
I’ve used a collision box on the character to initiate the flow, (this works) and have placed collision boxes near to two cubes at different locations.
I have added the two cubes to the character object list and named them
I’ve used ‘on actor overlap’ for each of the trigger boxes going into a ‘cast to bp_mymetahuman’ from there to ‘invoke narrative design trigger’, where i have input the trigger names as per the narrative flow.
the first trigger attached to the character works ok, where as after that, the character does go to the correct location but then says they cant find it, they do this for each subsequent location each time going to the correct location and then saying they cant find it.
if i turn off narrative design and ask them to go to each location they do even when asked to go to location 1 then 2 then back to me all without issue.
Why does it get confused in narrative design? Am i using the correct methodology or is there a better way?
i’m very new to unreal and trying to figure it out.
thanks
Embedded Content: Narrative Design | API Docs
Master narrative design with Convai’s character creator tool. Create engaging AI-driven stories.
Link: Narrative Design | Documentation
Embedded Content: Narrative Design
This is a simple demo about how to use Narrative Design in Unreal Engine. Below, you can see a simple Narrative Design consisting of 2 triggers: “On Player approach it” and “Reached Monument,” and 3 sections: “Welcome,” “Escort Player to Monument,” and “Speak about the Monument.” For this…
Link: Narrative Design - Google Docs
Hi that was really helpful, it’s now better but he still says he is lost enroute, even though he gets there.
couple of points, the print string to screen i working
…isnt working, not a big deal just thought i’d mention it.
this is my character blueprint and what the character says along with the log as text file
many thanks
follow up: I noticed you guys must be working on the backend over the weekend as speech from me was not working as expected. so I left it a few days for things to settle down.
when it comes to removing action or adding objects i’ve noticed that changes i make in the details panel in the main interface are not reflected in the details panel in the blueprint interface, should i do both?
is there a way to get him to not speak whilst travelling and wait until arriving at the destination? ideally a wait or delay until hitting the waypoint.
is it related to this, if so how ? Waits for <time in seconds or character>
Also he’s still struggling with orientation upon arrival at some waypoints and tends to spin round and round. not all just some.