An equivalent to the Dialogue System Trigger via Behavior Designer?
Posted: Sat Nov 19, 2022 3:39 pm
Hi. I'm attempting to trigger conversations with Behavior Designer. In my project, I need to have the player retain mouse/movement control while a given conversation, initiated by an NPC, is active. When the conversation is started by the Dialogue System Trigger component, this is the default behavior.
However, when I use the "Start Conversation" task in Behavior Designer, the dialogue plays but player control is stopped. I've looked through the source code of the Dialogue System Trigger component and the "Start Conversation" task, but I can't really find the difference in launching the conversation between the two methods that accounts for the loss of player control.
I realize the BD task is maintained by Opsive, but I've written plenty of custom BD tasks and am just looking to modify the existing "Start Conversation" task to fix the issue. Any hints where to look?
Thanks for any insights!
However, when I use the "Start Conversation" task in Behavior Designer, the dialogue plays but player control is stopped. I've looked through the source code of the Dialogue System Trigger component and the "Start Conversation" task, but I can't really find the difference in launching the conversation between the two methods that accounts for the loss of player control.
I realize the BD task is maintained by Opsive, but I've written plenty of custom BD tasks and am just looking to modify the existing "Start Conversation" task to fix the issue. Any hints where to look?
Thanks for any insights!