๐ŸŒฟ Designing a Data-Driven Dialogue System in Unreal Engine 5

by | May 24, 2025 | Uncategorized | 0 comments

๐ŸŒฟ Aztec Secrets, Branching Paths & Modular Blueprints ๐ŸŒ„


๐Ÿ‘‹ Introduction: Build Smarter, Not Harder

Welcome, fellow dev! ๐Ÿง™โ€โ™‚๏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. ๐ŸŒŒ

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. ๐Ÿ’ฌ๐Ÿ—ฟ

You can follow this same structure to power your own RPG, visual novel, survival sim, or open-world adventure.


๐Ÿงฑ Step 1: Create the Dialogue Data Structure

๐Ÿงฉ “Structure your world so the story can flow.”

Use a custom Blueprint struct (FDialogueLine) to define each line of dialogue.

cpp

USTRUCT(BlueprintType)

struct FDialogueLine : public FTableRowBase {

GENERATED_BODY()

UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName LineID;

UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText SpeakerName;

UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText DialogueText;

UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FName> ResponseIDs;

UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName NextLineID;
};

๐Ÿ“ Extra Tips:

  • Use FName for IDs โ€” lightweight & fast!

  • Add Emotion, VoiceLine, or ConditionTag for future expansion (angry NPCs, branching by reputation, etc.)

  • Later on, link this to quests, puzzles, or reputation systems!


๐Ÿ“Š Step 2: Build the Data Table in Unreal

โœ๏ธ โ€œLet 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

๐Ÿ“˜ Extra Ideas:

  • Store these externally (CSV/Google Sheets) โ†’ import as DataTables

  • Localization? Just switch out FText with translated entries

  • Use nested dialogue trees (e.g., [choice_a_1, choice_a_2]) to branch deeply


๐Ÿค– Step 3: Blueprint the Dialogue Manager

๐Ÿ› ๏ธ โ€œLet Blueprint do the heavy lifting.โ€

Create a new Actor or Component: BP_DialogueManager.

Core variables:

  • ๐Ÿ“ DialogueDataTable

  • ๐Ÿง  CurrentLineID

  • ๐Ÿ” Functions: StartDialogue(LineID), GetResponses(LineID)

  • ๐Ÿ”” Dispatcher: OnNewLineDisplayed

๐Ÿ”ฅ Hot Tip: Keep logic minimal here. Think of this as a router between data and UI.

๐Ÿงฉ 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)


๐Ÿ–ผ๏ธ Step 4: Create the Dialogue UI Widget (WBP_Dialogue)

๐Ÿ—จ๏ธ โ€œGive voice to your world.โ€

Build a UMG widget:

  • ๐Ÿ’  TextBlock: Speaker name

  • ๐Ÿ’ฌ TextBlock: Dialogue content

  • ๐ŸŽฏ VerticalBox: Response buttons

When OnNewLineDisplayed is called โ†’ the UI updates, loads new dialogue, and builds buttons dynamically from the ResponseIDs.

๐ŸŽจ Bonus Flair:

  • Animate the text typing out (Typewriter effect)

  • Add speaker portraits or icons

  • Change background based on scene or emotion

  • Add a โ€œHistory Logโ€ button for reviewing past dialogue


๐ŸŽฎ Step 5: Handle Player Responses

๐Ÿง  โ€œThe player speaks, the world listens.โ€

When the player clicks a response:

  1. Retrieve the selected LineID

  2. Call StartDialogue(LineID)

  3. Trigger the next line or end the conversation

โœ… 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 ๐Ÿ‘ป)


๐Ÿงญ Step 6: Branching, Conditions, and Logic

๐Ÿ”ฎ โ€œShape the world around their choices.โ€

Expand your struct with:

  • bRequiresItem

  • RequiredReputation

  • bOnlyVisibleIfHasSpokenToShaman

Then check conditions in the GetResponses() logic.

๐Ÿ’ก Advanced Ideas:

  • Add condition checking to the UI layer (dim out or hide blocked options)

  • Create a DialogueConditionLibrary for reusable logic (like PlayerHasRelic)

  • Inject randomness: some characters lie, some forget…


๐Ÿ”„ Optional: Save/Load & State Awareness

Want persistence?

  • Store dialogue progress in SaveGame objects

  • Log dialogue flags (bTalkedToElder, bBetrayedFriend) globally

  • Make certain conversations reappear or change after world events

๐Ÿง  This lets NPCs evolve over time based on player actions โ€” perfect for a narrative-driven RPG.


๐Ÿ›• How We Use It in Our Aztec Game

In our project, this system powers:

  • ๐Ÿง™โ€โ™€๏ธ NPC trust systems (earn or lose favor)

  • ๐Ÿ” Environmental clues (dialogue hints at hidden paths)

  • ๐ŸŒ€ Dream sequences (nonlinear conversation states)

  • ๐ŸŽญ Mystical riddles with symbolic responses

  • ๐Ÿ“š Lore dumps that change based on artifacts discovered

All editable from a spreadsheet โ€” no recompile needed!


โœ… Final Thoughts

The best dialogue systems arenโ€™t complicated โ€” theyโ€™re structured.
Modular, readable, and designed to scale with your vision. ๐ŸŒŒ

With this system, you can:

  • Prototype quickly ๐Ÿ› ๏ธ

  • Expand deeply ๐ŸŒณ

  • Tell unforgettable stories ๐ŸŽญ

Whether your game is about ancient myths, alien languages, or small-town drama, this design will carry you far.

๐Ÿงต Next up in the series: Integrating Dialogue with Quest, Emotion, and Event Systems.