Quest and Dialogue System plugin

I started working on this as a learning project and then kept adding features as a hobby. This showed promise so I polished it and published it on the Fab marketplace!

Published under the name Moonlit Night Studios. Read more about the plugin here

This plugin provides tools for scripting quests and dialogues in a graph editor, debugging tools in editor, Editor-only cheats for testing, and a framework and workflow for creating and managing quests in Unreal Engine. It is also modular and easily extensible in C++ and blueprints so can be tailored to suit any project.

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Studio Projects

Moonlit Night Studios is working on a few video game projects.

Find all our projects here

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Mythic Launcher

Game launcher

Wrote a simple game launcher using WPF in c# using .Net core 8. This was a simple project to learn how to develop .net applications in WPF. This launcher searches for Unreal Engine projects in a directory and provides buttons to choose the game to launch.

Additionally, this launcher can download game files hosted on Google drive. It can check for updates using a version value provided in a version file and can download a new version of the game files when the version on Google Drive changes.

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Runtime NPC dialogue generation

Using generative AI

Used ConvAI and InWorld to generate dialogues for NPC at runtime. The project uses ConvAI API and InWorld API to query the respective servers to generate dialogues for NPCs in Unreal Engine, given a context.

Context in this case can be a predefined world state (like a crime scene with theft or murder, etc) and player questions to an NPC. A voice component listens to the microphone, converts player's speech to text and then sends it to the Servers to be processed. The servers then generate a reply and send it to the game client, speech is synthesised from that text, which will be played as an audio in game.

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Parkour movement system for characters

Built a parkour movement system in Unreal Engine that is capable of sprinting, climbing walls, hanging from ledges, shimmying left and right, jumping across gaps, and wall running. Animation assets were taken from Mixamo and were retargeted to Unreal Engine’s Mannequin.

Improved upon the project by using Inverse Kinematics in the animation blueprint to make sure the bones on the character model are placed perfectly on the surface of a ledge when shimmying up or down a slanted ledge. This also limited hand position to the edge of the ledge so the hands are not extending beyond the end of the wall.

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Parkour movement system V1

I couldn't find version 2 of the project (the one mentioned above) but had version 1 on my github. It was built in UE4.24 (Archaic!) and features climbing, wall running, shimmying and rope swinging. We called this project Unknown. A few animations are broken but it works for the most part.

You can download a build for windows here.

Press shift or Right Trigger to start sprinting. Face a wall while sprinting to start wall running. Interact with objects with X on the controller or E on keyboard. Press space or A on controller to jump.