Spice up your dialogues with some animated text and add sound effects per letter. Now featuring "Multitags" and datatables for faster string manipulation and external editing of asset implementation, as well as animated images/flipbook animated sprites.
Concepted for multiple lines of text. A public line length variable allows for adaptive text wrapping.
Text creation speed and the playback speed of animations/pitch of sounds can be sped up/shifted ingame by A buttonpress.
Now allows for implementation of custom names.
Demo video: https://youtu.be/MvVAU6iebbg
Short tutorial on usage: https://youtu.be/rsXTDfHaIB8
Current versions only supports left aligned text (changing alignment in the textbox has no effect).
built in UE v4.19
Contact: zugai (at) gmx.at
• 3 UI widget blueprints for handling the animation of individual letters and images and the script that builds the text blocks from them.
• 1 Example Camerashake blueprint
• 4 Entrance Animation Examples and
• 9 Loop Animation Examples for the animated letters as well as 2 animations for images.
• 5 CC0 licensed audio files (freesound.org, GDC sound bundle, modified) to demonstrate implementation of sound per letter and at end of line.
• 6 datatables and constructs with assets and test dialogue text with exaggerated use of tags
• 4 fonts with a total of 12 typefaces
• background and dialogue box, as well as character images of the promo video.
• also includes a debugger for tags, that will log to output log, if enabled.
Number of Blueprints: 4
Input: For testing purpose, pressing enter/LMB will make the UI pop up and skip through the strings, if they are finished displaying, a final press will make it vanish and reset everything. Needs to be implemented the way you want it to react. F is used to abort the dialogue.
Network Replicated: No
Supported Development Platforms: Any
Supported Target Build Platforms: Any
Important/Additional Notes: Tutorial on implementation is in the documentation. Only left aligned text is supported at the moment.
I'll look into feature requests on a case by case base, since some might be easier to achieve than others.
It probably works on all platforms, but I can only test it on Windows. If you plan to use it on another platform and find out it doesn't work, just request a refund within the timelimit.
To install extract the files and treat it like an UE4 project for testing. The AnimatedText folder inside the Content folder contains the blueprints you can move to any other projects you want to use them for. If the blueprints at any point should not compile just after moving them, you might need to break and reconnect the nodes that references the other class (center of the Text blueprint).