Update SocialGroups authored by Daniel Rupp's avatar Daniel Rupp
...@@ -9,7 +9,7 @@ In the Character Plugin folder, simply navigate to Blueprints/SocialGroups and p ...@@ -9,7 +9,7 @@ In the Character Plugin folder, simply navigate to Blueprints/SocialGroups and p
## Quick Start ## Quick Start
At first, depending on the size of the group, place the desired amount of VHs into the scene. Make sure that each VH has the _VHSocialGroups_ and _VHGazing_ component added. Then place the social group blueprint into the scene. In the details panel of the social group actor, make sure that _spawn as group_ is false, then add the VHs to the _Agents in Group_ array. Under dialogue, make sure that start dialogue is false, as this requires additional setup. That's all, if you press play, the agents should arrange themselves in a circular formation around the social group actor and follow the behavior described in the [Social Group Behavior](#social-group-behavior) section. At first, depending on the size of the group, place the desired amount of VHs into the scene. Make sure that each VH has the _VHSocialGroups_ and _VHGazing_ component added. Then place the social group blueprint into the scene. In the details panel of the social group actor, make sure that ``Spawn as Group`` is false, then add the VHs to the _Agents in Group_ array. Under dialogue, make sure that start dialogue is false, as this requires additional setup. That's all, if you press play, the agents should arrange themselves in a circular formation around the social group actor and follow the behavior described in the [Social Group Behavior](#social-group-behavior) section.
### Adding Dialogue ### Adding Dialogue
First of all, make sure that all the VHs that are in the group, have the ``VHSpeech``, ``VHAudiofileSourceComponent`` and ``VHLiveLinkAnimation`` components. In the details panel of the Social Group actor, enable Start Dialogue (or call the Start Dialogue function at some point during the game). Create entries in the Dialogues array. To create an entry for ``Dialogue Anim Montage`` see [LypSync](Components/LipSync). For the Audiofile parameter, provide the path to a .wav file. This .wav file will then be loaded by the virtual acoustic server, so make sure it is set up properly (See [Virtual Acoustic Plugin]() for more details). Finally, specify the gender of the agent, that this dialogue should be assigned to. Add as many dialogues as you want. Finally, specify the number of agents, the dialogues should be distributed between and decide, if the dialogue should be looped, once it has finished. E.g. the dialogues array contains five entries and ``Number of Agents in Conversation`` is set to two. Then a random agent will say the first, third, and fifth dialogue, while a random second agent will say the second and fourth entry. First of all, make sure that all the VHs that are in the group, have the ``VHSpeech``, ``VHAudiofileSourceComponent`` and ``VHLiveLinkAnimation`` components. In the details panel of the Social Group actor, enable Start Dialogue (or call the Start Dialogue function at some point during the game). Create entries in the Dialogues array. To create an entry for ``Dialogue Anim Montage`` see [LypSync](Components/LipSync). For the Audiofile parameter, provide the path to a .wav file. This .wav file will then be loaded by the virtual acoustic server, so make sure it is set up properly (See [Virtual Acoustic Plugin]() for more details). Finally, specify the gender of the agent, that this dialogue should be assigned to. Add as many dialogues as you want. Finally, specify the number of agents, the dialogues should be distributed between and decide, if the dialogue should be looped, once it has finished. E.g. the dialogues array contains five entries and ``Number of Agents in Conversation`` is set to two. Then a random agent will say the first, third, and fifth dialogue, while a random second agent will say the second and fourth entry.
... ...
......