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
UFWDialogueConditionBasewith virtualEvaluatemethod 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
UFWDialogueActionBasewith virtualExecutemethod 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.