How to create Dialogues with Narrative Tales

Narrative Tales and Pro excel at dialogues, and they can be kicked off manually upon interactions with NPCs and objects like smart appliances, telephones, anything really. All we need is a brand new dialogue object and flesh it out. Open it up and select the Class Defaults, then populate the participants of this dialogue. It’s …

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Creating a new landscape with Brushify in Unreal Engine 5.5

Endless engine changes means documentation from a few months ago can get outdated overnight, which is one of the downsides of “cutting edge” software. How rude indeed. Brushify is a good example, where the process of adding a brand new landscape object and trying to get the included material layer system going isn’t as straightforward …

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Make one morph follow another from a different mesh in iClone

We can use iClone’s Morph Creator to import morph targets and subsequently animate them. While it’s easy to create single morphs, it can be convenient to have a single slider to animate related morphs on related meshes. Think of an expression morph that also adjusts the hair, or part of their clothing. Those are technically …

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Building a Fetch Quest with Story Framework

Fetch quests are missions in which the player needs to go off and collect something, often in multiple quantities. For this example we’ll collect three bones for an NPC. I’ll create a new interactable blueprint for this, making it a child of Story Framework’s Interactable Base BP. I’ll add three copies of this class into …

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Implementing Story Choices in Story Framework

Story Framework 4.1 introduced a new feature called Story Choices. With them we can give the player a choice to make with potentially devastating consequences. They’re easy to setup as part of the SF Sequence Manager component and can be reacted to with a Switch on String. Each choice can have a consequential tag that …

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Creating Interior Dialogues with Subtitles in Story Framework

Story Framework has a feature called Subtitles, with which we can bring up text whenever we feel the need. This works great for informing players about things around them, as well as interior dialogues the player may have with themselves. They’re really easy to create thanks to the Play Sound with Subtitles node. Here’s an …

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