Changing Subtitle Options


All values for the subtitle options are held in the Game Instance. This is done to make Accessilogue function independently. For integration into your project, you will want to move this data to your save system or to wherever you are storing your user options.

Options

<aside> <img src="/icons/run_brown.svg" alt="/icons/run_brown.svg" width="40px" /> Changing animations for subtitles currently has to be done directly in the Widget Blueprints, but will be moved into the options in a future release. To change any of the existing animations, modify the render opacity keyframes in the sequencer.

Unreal Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/animating-umg-widgets-in-unreal-engine

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Changing Random Delay Range for Dialogue Lines


The random delay range for dialogue lines is currently hard coded in BP_MGR_Accessilogue → WaitForLineToEnd().

This is done to prevent any accidental changes to those values, as the length of the subtitle animations and the range here need to be designed to work together. If the subtitle animation is longer than the delay min. (0.25 by default), subtitles will start popping in before the old one had time to fade out, leading to a weird visual glitch.

BP_MGR_Accessilogue → WaitForLineToEnd()

BP_MGR_Accessilogue → WaitForLineToEnd()

Changing Priority Thresholds


If you want to change the default threshholds for the interrupt system binding lines intensity, you can do so in the BP_MGR_Accessilogue blueprint. This also means you can have different threshholds for different managers.

The entire logic for the intensity switch is contained in BP_MGR_Accessilogue → FilterInterruptBindingLinesByIntensity().

BP_MGR_Accessilogue → FilterInterruptBindingLinesByIntensity()

BP_MGR_Accessilogue → FilterInterruptBindingLinesByIntensity()

Variables to change