#BDC Dialog Backend
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đź›’ Find it on Fab: BDC Dialog Backend
Bring your game’s narrative to life with the BDC Dialog Backend, a powerful yet “child’s play” easy-to-use dialogue system designed for Unreal Engine. Built to eliminate the clutter of managing countless state assets and data tables, this plugin offers a streamlined, visual workflow that lets you focus on writing stories, not managing databases.
🌟 Why Choose BDC Dialog Backend?
Unlike traditional systems that require you to manually manage DataTables or separate State Assets for every conversation, BDC Dialog Backend uses a hidden subsystem. You work entirely within a single, intuitive Visual Node Graph, and the plugin handles the backend complexity for you.
Whether you are building a complex RPG with branching narratives or a simple adventure game with bubble speech, this backend provides the logic, flow control, and actor integration you need while remaining completely UI agnostic - you design the look, and the plugin handles the flow.
🚀 Key Features
• Visual Node Graph Editor: Create complex dialogue trees using a familiar drag-and-drop interface.
• Branching Logic: Create dynamic conversations that react to game states using a Global Value System.
• Jumper Nodes: Instantly jump to any part of the graph (by ID) to create loops or connect distant nodes cleanly without messy wires.
• 1-Click Localization: One button to export all speaker names and messages into auto-generated StringTables.
🎨 Visual RichText Decorator Editor
The Editor comes with 15 premade RichText Decorators for special text effects like wobbling, rainbow colors, obfuscating, and more. No need to remember complex commands—the integrated editor provides a preview, sliders, and color pickers.
🎠Actor Integration & Bubble Support
Simply add the DialogBackend_ActorComponent to any Actor or NPC. The system features built-in support for “World Space” bubble dialogs and automatically detects scene components for perfect widget placement.
🛠️ Technical Workflow & Integration
The system is designed to be developer-friendly and highly flexible. From full widget graph setups to simple Blueprint calls, integration is seamless.
Everything is configurable via the Project Settings, including global values (Integer, Float, Bool) to track quests and relationships directly within the editor.
For advanced logic, the system provides bindable dispatchers at the Actor, Manager, and Subsystem levels to hook into any game event.
📚 Documentation & Links
• Wiki: Wiki
•YouTube: Tutorial
• Discord: Dialog Backend Discord
BDC Dialog BackendProfessional, Graph-Based Dialogue Management SystemBring your game's narrative to life with the BDC Dialog Backend, a powerful yet "child's play" easy-to-use dialogue system designed for Unreal Engine. Built to eliminate the clutter of managing countless state assets and data tables, this plugin offers a streamlined, visual wo...
Info:
BDC Dialog Backend Plugin on Fab.Com: [Not released yet]
Dialog Backend Wiki: https://github.com/BDCPatrick/BDC_DialogBackend_Doc/wiki
Timestamps:
00:00 Start
03:56 Dialog Data Asset
04:55 The Dialog Editor
06:02 Dialog Nodes
18:01 Starting a Dialog
28:37 Custom Dialog Widget (Front / Interactive)
49:00 Showing Options
01:01:...
New Update is on the way of getting finalized.
1 new Node has been added.
The Switch-Node
This Node allows to switch-case on Global values, to give your Dialogs even more depths and possible interactions and variances.
Currently in development
A Button to check your whole Graph for open Ends!
Since all Dialog Chains have to end in an End-Node or a Jumper-Node, this Button will hint what Node-Outputs are missing the final connection.
V 1.1 releases
The Plugin Version 1.1 is released, containing the new Switch-Node and the End-/Jumper Checkup.
Hotfix - Work in progress
Currently working on some Hotfixes about timing in Decorators and scaling for the widget Component System.
The timing for rainbow and monochrome Text colors is off and needs to be divided by 10 to be better controllable.
The Participant Actor Component needs a way to uniformly scale the created Widget Component, to allow for bigger widgets being scaled - cause bigger widget == sharper widget.
Hotfix > 1.2
after some fixes, i decided to move the Hotfixes to Version 1.2 of the Plugin.
Version 1.2 not only fixes the timing and scaling.
Value Change notifier
The Subsystem, Participant- and ManagerComponents will have a new Dispatcher for OnGlobalValueChanged, firing each Value change in Dialog, or Blueprint. Allowing to trigger events.
TYPEWRITING
The Dialog Plugin extends its functionality with a new Typewriting Node, to process the Input Text (including Decorators) with adjustable Mode and Delays.
The Typewriting Modes will be
Per Glyph == letter by letter
Per Word
Per Sentence
The Node also returns the state of typewriting, with the current processed Glyphs, Remaining ones and the total amount of the InText Message.
You also can make the Text writing delay while writing, by adding a <wait X> command in your Text, where you can define the seconds to wait for.
This command also has a new Button and PopUp in the Message Editor.
Easy to implement, easy to handle.
Short News
I am happy to announce, that The BDC Dialog Backend now has become a Fab-Staff Pick Project 🚀