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Dialogue Override UI on conversant?

Posted: Sun Mar 20, 2022 11:47 pm
by karstinpk
Hi I am wondering if I am understanding the override ui component correctly. I have my Player who uses an Override UI (with a priority of 1) interacting with "john" (who has no override). That works fine. But in a specific dialogue node I was hoping to use an offscreen dummy actor with a separate dialogue override ui (priority higher than 1). This specific node with John as the "actor" and this override dummy actor as the "conversant". When the player interacts with john and it plays this node I was hoping it would detect the dummy actor as the "conversant" of that node and use its UI instead of Player's.

I believe I am still on version 2.2.18 if thats relevant (updating was causing issues with my current setup).

Re: Dialogue Override UI on conversant?

Posted: Mon Mar 21, 2022 8:40 am
by Tony Li
Hi,

Override Dialogue UI components are only checked at the start of the conversation, and only on the two primary participants -- that is, the GameObjects associated with the conversation's primary Actor and Conversant. (See Character GameObject Assignments.)

However, you can override subtitle panels for any participants in the conversation, even ones who aren't the primary Actor or Conversant. To override a subtitle panel, you can either:

1. Create another subtitle panel in your dialogue UI, assign it to the Standard Dialogue UI component's Subtitle Panels list, and note its element number. Then add a Dialogue Actor component to the participant's GameObject, and set Dialogue UI Settings > Subtitle Panel Number to that number.

2. Or add a separate subtitle panel to the scene (e.g., as a child of the participant), add a Dialogue Actor component to the participant, set Dialogue UI Settings > Subtitle Panel Number to Custom, and assign the separate subtitle panel. This is often done for world-space overhead bubble panels. (See How To: Configure Overhead Bubble Text.)