How To Make Quests/Dialogues in UE5 - Narrative 3 Tutorial

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Get Narrative 3: https://bit.ly/getnarrative -DIALOGUE BASICS- 3:55 - Creating our first Dialogue Blueprint 4:38 - Customizing Dialogue Speakers 5:23 - Adding New Dialogue Lines 5:33 - Toggling Dialogue Compiler Warnings 5:51 - Adding the Narrative Component to our Player Controller 6:38 - Trying out our first Dialogue! 6:58 - Adding the Narrative Default UI to the screen 7:38 - Adding player replies to a dialogue 8:20 - Adding an NPC avatar to the dialogue 11:03 - Building out our dialogue more properly 11:40 - Dialogue Backlinking 12:45 - Modifying the Narrative Default UI -MULTI NPC DIALOGUES- 13:58 - Multi-NPC Dialogues - Adding a Second Character to our Dialogue 14:58 - EXTRA: Using ChatGPT to generate dialogue using AI 16:15 - Avatar Linking (Tags Method) 17:45 - Multi-NPC Dialogues - Customizing each Avatar 18:45 - Avatar Linking (Spawn Method) 20:30 - Avatar Linking (Custom Method) -CINEMATIC DIALOGUE SHOTS- 20:45 - Cinematic Dialogue Shots - How They Work 21:15 - Changing the Cinematic Shot for a given line 22:00 - Randomized Cinematic Shots for an entire dialogue 22:30 - Changing the Cinematic Shot for a given speaker 23:12 - Disabling Cinematic Dialogues -DIALOGUE FEATURES- 23:28 - Free Movement Dialogue 23:49 - Auto-Select Player Responses 24:29 - Changing the Option Text for a response 25:10 - Adding Randomization into dialogue lines 25:33 - Binding Blueprint Events to Dialogue Lines 26:47 - Removing a Bound Blueprints event from a Dialogue Line -NARRATIVE EVENTS & CONDITIONS - 27:00 - Adding Narrative Events to a dialogue 27:37 - Narrative Event Runtime 27:57 - Creating Custom Narrative Events 29:45 - Hide/Show a Dialogue Line with a Narrative Condition 31:36 - Tip: Using Routing Nodes 31:56 - Tip: Use Player Nodes for backlinking 32:30 - Feature Highlight: Greying out already selected responses 32:40 - Conditions and why you should leave the root node empty -ADVANCED DIALOGUE FEATURES- 33:40 - Splitting dialogue into multiple assets to prevent messy dialogue 35:20 - Setting the Target for a given dialogue line 36:16 - Dialogue Variables - injecting the players username into a dialogue line 37:49 - Parent Classes - Inheriting dialogue behavior from a base dialogue blueprint 39:28 - Parent Classes - Setting the default Dialogue parent class -ADDING METAHUMANS- 39:50 - Adding a metahuman to the project 41:18 - Making our NPC Avatar a metahuman 45:10 - Trying out our metahumans -CREATING FACIAL ANIMATIONS- 45:30 - Setting up the LiveLink app 46:50 - Recording our first Facial Animation 48:15 - Looking at our first Facial Animation 48:52 - Telling Narrative to use our Facial Animation 49:11 - Making an AnimBP for our characters face 51:55 - Customizing Narrative to play the animation on our face instead of the body 53:05 - Trying our Facial animations out! 53:35 - Extra Modifications I don't cover in the video 53:58 - Modifying the metahumans shirt colour -QUEST/MISSION BASICS- 54:40 - Creating our first Quest Blueprint 55:05 - Creating our games "Master" Quest Class 55:20 - Changing your Quests Name/Description 55:35 - The Node-Based Quest Designer 56:15 - Quest Branches & Tasks 57:25 - Trying our first quest out! 58:00 - Failing/Succeeding a quest 59:47 - Creating Hidden Quest Tasks 1:00:10 - Adding Multiple Quest Tasks that can be completed in any order 1:00:47 - Making tasks optional 1:01:27 - Autogenerating Task Descriptions, and how to override them 1:01:57 - Adding Multiple Quest Tasks 1:02:45 - How the State Machine based quest system allows for very complex quests 1:03:29 - Quest Node IDs -CUSTOM QUEST TASKS- 1:03:56 - Explaining Custom Quest Tasks 1:04:30 - Adding a Custom Quest Task: "Find Item" 1:08:44 - Trying out our Custom Find Item Task 1:08:55 - Autogenerating the Task Description 1:09:45 - Task Progress 1:11:10 - Setting our Branch Description 1:11:24 - Adding Pickups that work with our "Find Item" task -ADVANCED QUEST FEATURES- 1:13:57 - Modifying Narrative is so easy (Adding a Quest Reward System) 1:16:11 - Modifying our FindItem task to also spawn in the required item -BRINGING QUESTS AND DIALOGUE TOGETHER- 1:18:37 - Beginning a Quest from Dialogue (Making Rick give you a quest) 1:21:26 - Adding a special dialogue for rick if his quest is active 1:23:00 - The PlayDialogueNode Task 1:24:56 - Trying out our new Quest! 1:25:25 - The IsQuestAtState Condition 1:27:14 - Binding a Blueprint event to a quest step 1:27:50 - Non-Cinematic Dialogue (Making the player say something when a quest updates) 1:29:00 - The IsQuestSucceeded Condition -OTHER IMPORTANT FEATURES- 1:30:30: The Narrative Blueprint API 1:32:05: The Demo Quest Journal 1:33:40: The Narrative Save & Load System -DATA TASKS- 1:35:21: Narrative Data Tasks - Tracking the players actions 1:39:40: Using Data Tasks as Quest Tasks 1:40:10: Retroactive Data Tasks 1:41:13: THINGS I MISSED Narrative Community Discord: https://discord.gg/meFRZfm Metahumans guide: https://www.youtube.com/watch?v=VEhSX04mxOY
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How To Make Quests/Dialogues in UE5 - Narrative 3 Tutorial