Installation¶
This page covers how to install and enable FWDialogueSystem in your Unreal Engine 5 project.
Prerequisites¶
| Requirement | Minimum Version |
|---|---|
| Unreal Engine | 5.4 or later |
| Project Type | C++ (Blueprint-only projects are not supported) |
| Dependencies | None |
No External Dependencies
FWDialogueSystem is fully self-contained. It does not depend on any other FrostWeb plugin or third-party module. The built-in conditions and actions reference game concepts (items, quests, skills) through abstract interfaces that you implement in your game code.
Step 1 -- Copy the Plugin¶
Copy the FWDialogueSystem/ folder into your project's Plugins/ directory:
Step 2 -- Enable the Plugin¶
Add the plugin to your .uproject file:
Alternatively, enable it through Edit > Plugins in the Unreal Editor and restart.
Step 3 -- Regenerate Project Files¶
Right-click your .uproject file and select Generate Visual Studio project files. This ensures your build system picks up the new module.
Step 4 -- Add Module Dependency¶
In your game module's Build.cs, add the module dependency:
Step 5 -- Verify Installation¶
Build your project and check the Output Log for:
Troubleshooting
If the module fails to load:
- Verify the plugin folder name matches
FWDialogueSystemexactly. - Regenerate project files and perform a full rebuild.
- Check the Output Log for unresolved symbol errors.
Include Paths¶
After installation, you can include plugin headers in your C++ code:
#include "FWDialogueComponent.h"
#include "Data/FWDialogueTree.h"
#include "Conditions/FWDialogueConditionBase.h"
#include "Actions/FWDialogueActionBase.h"
#include "Types/FWDialogueTypes.h"
Next Steps¶
- Follow the Quick Start to get a working NPC conversation in under 10 minutes.
- Read the Configuration guide to learn how to build dialogue trees with conditions and actions.