a step by step that helps hook up the ontranscriptionreceiveddelegate to work in unreal for the new updated ConvAI plugin
the ability to back track back to the original plugin using ontrracriptionrecevedevent_v2.
The plugin update t (v4.0.0) to my project has broken the project and the only solution seems to be a C++ hack (i.e. the mod to an existing Blueprint graph causes UE5.2 to crash every time).
Details
I made an update on the plugin thinking the changes would be minimal. However, they have broken the unreal project.
Can you provide a link that explains the way to fix and perhaps backtrack to an older plugin? Should all else fail.
As you can guess from the version number jump (from 3.6.9 to 4.0.0), this release includes major structural changes, so breaking changes in existing projects are expected and we unfortunately can’t provide a simple, one click fix for upgrading existing Blueprint graphs.
Because of that, it’s not really feasible for us to fully troubleshoot this upgrade path. Instead, if you had a specific issue on 3.6.9 that you were trying to solve by updating, please share the details of that problem (logs, screenshots, Unreal version, and what you were trying to achieve) and we’ll do our best to help you on the 3.6.9 setup.
Context:
The project uses Unreal Engine 5.2 with Convai v3.6.0 installed globally. Updating the plugin to Convai v4.0.0 broke all Convai functionality because UE5.2 couldn’t resolve the new delegate-based API changes introduced in 4.0.0.
Problem:
To restore functionality, the Convai plugin must be rebuilt locally using the original v3.6.0 source. Attempting to use v4.0.0 caused unresolved delegate references that UE5.2 cannot compile.
Description:
The goal is to compile a UE5.2‑compatible plugin based on Convai v3.6.0. The downloaded v3.6.0 plugin initially failed to build inside the full Unreal Engine Visual Studio solution because the build system couldn’t locate ConvaiURL.h. Yet, the file existed under Public/RestAPI/.
After extracting the plugin, it failed to build as part of the full UE solution due to missing header resolution. Because of this, the plugin must be built independently using Unreal Automation Tool (UAT).
Build the plugin using the following command in cmd.exe: