๐ฟ Aztec Secrets, Branching Paths & Modular Blueprints ๐
๐ Introduction: Build Smarter, Not Harder
Welcome, fellow dev! ๐งโโ๏ธ
In this post, we’re showing you how to build your own modular, data-driven dialogue system inside Unreal Engine 5 Blueprints โ the kind that can power an entire RPG world with ancient ruins, mysterious voices, and dynamic choice-driven conversations. ๐
This system is inspired by our in-development game, where a modern-day graphic designer crash-lands into a cursed Aztec ruin. Trapped in a temple filled with secrets, he must survive by uncovering its ancient knowledge โ and talking his way through it. ๐ฌ๐ฟ
You can follow this same structure to power your own RPG, visual novel, survival sim, or open-world adventure.
๐งฑ Step 1: Create the Dialogue Data Structure
๐งฉ “Structure your world so the story can flow.”
Use a custom Blueprint struct (FDialogueLine) to define each line of dialogue.
๐ Extra Tips:
-
Use
FNamefor IDs โ lightweight & fast! -
Add
Emotion,VoiceLine, orConditionTagfor future expansion (angry NPCs, branching by reputation, etc.) -
Later on, link this to quests, puzzles, or reputation systems!
๐ Step 2: Build the Data Table in Unreal
โ๏ธ โLet the script live outside the code.โ
Right-click in Content Browser โ Miscellaneous โ Data Table
Choose your FDialogueLine struct. Then create a new row for each line of dialogue.
| LineID | SpeakerName | DialogueText | ResponseIDs | NextLineID |
|---|---|---|---|---|
| intro_1 | Priestess | Welcome, outsider. You bear the jaguar mark. | [intro_1_choiceA, intro_1_choiceB] | |
| intro_1_choiceA | You | “What are you talking about?” | priest_2 |
๐ Extra Ideas:
-
Store these externally (CSV/Google Sheets) โ import as DataTables
-
Localization? Just switch out
FTextwith translated entries -
Use nested dialogue trees (e.g.,
[choice_a_1, choice_a_2]) to branch deeply
๐ค Step 3: Blueprint the Dialogue Manager
๐ ๏ธ โLet Blueprint do the heavy lifting.โ
Create a new Actor or Component: BP_DialogueManager.
Core variables:
-
๐
DialogueDataTable -
๐ง
CurrentLineID -
๐ Functions:
StartDialogue(LineID),GetResponses(LineID) -
๐ Dispatcher:
OnNewLineDisplayed
๐ฅ Hot Tip: Keep logic minimal here. Think of this as a router between data and UI.
๐งฉ Extra Ideas:
-
Add an optional AutoAdvance mode for cutscenes
-
Log previous choices for use in branching
-
Broadcast to quest systems (e.g., speaking to the priest unlocks the shrine)
๐ผ๏ธ Step 4: Create the Dialogue UI Widget (WBP_Dialogue)
๐จ๏ธ โGive voice to your world.โ
Build a UMG widget:
-
๐ TextBlock: Speaker name
-
๐ฌ TextBlock: Dialogue content
-
๐ฏ VerticalBox: Response buttons
When OnNewLineDisplayed is called โ the UI updates, loads new dialogue, and builds buttons dynamically from the ResponseIDs.
๐จ Bonus Flair:
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Animate the text typing out (Typewriter effect)
-
Add speaker portraits or icons
-
Change background based on scene or emotion
-
Add a โHistory Logโ button for reviewing past dialogue
๐ฎ Step 5: Handle Player Responses
๐ง โThe player speaks, the world listens.โ
When the player clicks a response:
-
Retrieve the selected
LineID -
Call
StartDialogue(LineID) -
Trigger the next line or end the conversation
โ Optional Features:
-
Save the choice to a variable (e.g.,
HasTrustedPriest) -
Make responses disappear once chosen (one-time options)
-
Add voice lines or SFX per response (e.g., ghost whisper ๐ป)
๐งญ Step 6: Branching, Conditions, and Logic
๐ฎ โShape the world around their choices.โ
Expand your struct with:
-
bRequiresItem -
RequiredReputation -
bOnlyVisibleIfHasSpokenToShaman
Then check conditions in the GetResponses() logic.
๐ก Advanced Ideas:
-
Add condition checking to the UI layer (dim out or hide blocked options)
-
Create a
DialogueConditionLibraryfor reusable logic (likePlayerHasRelic) -
Inject randomness: some characters lie, some forget…
๐ Optional: Save/Load & State Awareness
Want persistence?
-
Store dialogue progress in
SaveGameobjects -
Log dialogue flags (
bTalkedToElder,bBetrayedFriend) globally -
Make certain conversations reappear or change after world events
๐ง This lets NPCs evolve over time based on player actions โ perfect for a narrative-driven RPG.
๐ How We Use It in Our Aztec Game
In our project, this system powers:
-
๐งโโ๏ธ NPC trust systems (earn or lose favor)
-
๐ Environmental clues (dialogue hints at hidden paths)
-
๐ Dream sequences (nonlinear conversation states)
-
๐ญ Mystical riddles with symbolic responses
-
๐ Lore dumps that change based on artifacts discovered
All editable from a spreadsheet โ no recompile needed!
โ Final Thoughts
The best dialogue systems arenโt complicated โ theyโre structured.
Modular, readable, and designed to scale with your vision. ๐
With this system, you can:
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Prototype quickly ๐ ๏ธ
-
Expand deeply ๐ณ
-
Tell unforgettable stories ๐ญ
Whether your game is about ancient myths, alien languages, or small-town drama, this design will carry you far.
๐งต Next up in the series: Integrating Dialogue with Quest, Emotion, and Event Systems.