Ok that makes sense, so I need to register actors in code instead of trying to use the default mapping.
What I had started doing was using placeholder actors in the node editor so I could color nodes to make it easier to follow visually. Because I expect to override the actor depending on which NPC in-game is talking.
For example I have these actors:
Group - black
To_NPC - dark green (actor)
RandomNPC - light green (conversant)
To_Player - dark blue (actor)
Player - light blue (conversant)
Red - links to another conversation
So if I only get 2 actors mapped for free, I may map:
Actor->To_NPC
Conversant->RandomNPC
That would at least cover all my generic NPC dialogue, and I would craft my trees to make sure that is the "default" dialogue.
But, as soon as I'm doing a conversation with the player (or unique named NPCs) I have to register both the "To_Player" and "Player" actors, and all the others?
Or perhaps to just be safe I'll always map everyone, that way I know I've got everyone mapping to the right nodes.
Any suggestions on how to do it more effectively?
I'm using Opsive behaviour designer but I think I'll have to write my own custom integration task so I can deal with all the actor mapping.
Here's a screenshot showing how I'm trying to use generic actor names and colors to organize my conversation. This is still a very simple conversation. I've yet to add my conditions and alternate branches etc.
- coloredNodes.png (74.82 KiB) Viewed 689 times