Hey all, trying to get this set up, so sorry for the newb question:
I keep getting the following errors in my log:
ConvaiUtilsLog: Warning: Could not get pointer to Convai Subsystem
ConvaiGRPCLog: Warning: Convai Subsystem is not valid
ConvaiChatbotComponentLog: Warning: UConvaiChatbotComponent Get Response Failed! | Character ID : d9237aae-6fa1-11ef-bf0f-42010a7be011 | Session ID : -1
I have updated the plugin from the github site, I’m running UE5.4.4. I have the API Key set, no other options for Convai in Project Settings.
I WAS using 3.3, and I was getting this error, so I updated to 3.5.3-beta. Still getting the error though.
I took the ready made releases and copied it to the marketplace folder
I do NOT have the parent as ConvaiBasePlayer–That’s required? I have both types of Characters (NPCs and PCs) as blueprints, derived from the same custom C++ Character class. I DO have the Convai Player Component added to my PC Blueprint.
Where is the recommended location for the plugin files? In the Simple Talking Cube, it’s in the project folder itself, but in another part of the documentation it’s in the marketplace folder.
If it’s supposed to be in the project folder, then I will definitely need to move it.
FWIW, after following the Simple Talking Cube (which is how I got it to work), I tried doing it for my project, and it’s not finding the NPC even though I’m sitting right in front of him. I’m going to try some more possibilities tomorrow.
I take it back, it’s not working. The radius was not giving me a hit on the NPC, so when Convai Get Looked at Character was returning false, I thought I had moved on to a new issue. However, I upped the radius, and the errors have returned. it’s just doing this in my regular project. As far as I can tell, it’s the same as the bare bones project. I just have the ConvaiChatbot component on the NPC character, For the player character, I just have ConvaiPlayer component add to the player.
Sorry it took so long, I couldn’t get it to compile for the longest time. Now it’s finally compiling again. Here is the Convai log:
ConvaiChatbotComponentLog: Cleanup | Character ID : d9237aae-6fa1-11ef-bf0f-42010a7be011 | Session ID : -1
ConvaiChatbotComponentLog: Cleanup | Character ID : d9237aae-6fa1-11ef-bf0f-42010a7be011 | Session ID : -1
ConvaiPlayerLog: UConvaiPlayerComponent: Found submix “AudioInput”
LogBlueprintUserMessages: [BP_EarthdawnPlayerCharacter_C_0] Convai Subsystem is Invalid!
The last line is when I tried to interact with the NPC
FWIW, that last message is from my blueprints after it checks to see if the Convai subsystem is valid. Since it returns false, it prints that message and halts execution of that event
Last bit of info (I think). When I remove my check for the Subsystem, I get the following errors:
ConvaiUtilsLog: Warning: Could not get pointer to Convai Subsystem
ConvaiGRPCLog: Warning: Convai Subsystem is not valid
ConvaiChatbotComponentLog: Warning: UConvaiChatbotComponent Get Response Failed! | Character ID : d9237aae-6fa1-11ef-bf0f-42010a7be011 | Session ID : -1
I’m not sure what set of fixes got it done, because I know this wasn’t all of it, but it was the last part.
For some reason, I overrode my project’s Game Instance’s Init function. I did NOT call Super::Init()
Now, the reason I overrode that Init function was me trying to initialize the Convai Subsystem, so clearly this wasn’t the total solution (as mentioned before). But it was the final piece!