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Changelog

All notable changes to FWDialogueSystem are documented on this page.

The format follows Keep a Changelog. Versions use Semantic Versioning.


[1.0.0] -- 2026-02-27

Added

  • UFWDialogueComponent -- Core actor component with full Blueprint API for managing NPC conversations. Supports starting, navigating, and ending dialogues.
  • UFWDialogueTree -- Data asset for defining complete conversation flows as arrays of dialogue nodes.
  • FFWDialogueNode -- Struct representing a single dialogue node with speaker name, dialogue text, entry actions, and player responses.
  • FFWDialogueResponse -- Struct representing a player response option with text, next node navigation, conditions, and actions.
  • Condition system -- Extensible base class UFWDialogueConditionBase with virtual Evaluate method for gating response visibility.
  • FWDlgCondition_HasItem -- Built-in condition: checks item ownership.
  • FWDlgCondition_SkillLevel -- Built-in condition: checks minimum skill level.
  • FWDlgCondition_QuestState -- Built-in condition: checks quest state (NotStarted, InProgress, Completed).
  • FWDlgCondition_HasCurrency -- Built-in condition: checks minimum currency amount.
  • Action system -- Extensible base class UFWDialogueActionBase with virtual Execute method for triggering gameplay effects from dialogue.
  • FWDlgAction_OpenVendor -- Built-in action: opens vendor interface.
  • FWDlgAction_GiveItem -- Built-in action: grants items to the interactor.
  • FWDlgAction_StartQuest -- Built-in action: starts a quest for the interactor.
  • FWDlgAction_GiveCurrency -- Built-in action: grants currency to the interactor.
  • Event delegates -- OnDialogueStarted, OnDialogueEnded, OnNodeChanged for UI integration.
  • Full Blueprint exposure -- All component functions, structs, enums, conditions, and actions are accessible from Blueprints.
  • FText support -- All dialogue text fields use FText for Unreal localization pipeline compatibility.