How To Make Quests/Dialogues in UE5 - Narrative 3 Tutorial
https://www.youtube.com/watc...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