Plugins | Subtitles UMG

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Subtitles UMG provides more control over the built-in Subtitles and Dialogue system. This is a simple-to-use plugin that lets you to bind an event to the engine's internal event when new subtitles are called from Play Dialogue events.

subtitles-umg-checklist

It's useful for cinematic sequences, narrative events and virtual production when you want to customize the look of the built-in Dialogue system without writing any C++.

The text from these events is exposed to you in the linked function, allowing you to take control of subtitle parameters (e.g. font, size) and displaying them in different views (e.g. desktop, mobile, VR).

A widget base class "SubtitleUMG" can be sub'classed as a User widget, with a Blueprint event, for when the subtitles are called. A global event is also available.

Number of C++ classes : 2

Sample maps

To play the sample maps enable Show Plugin Content and Show Engine Content in the Content Browser and navigate to SubtitlesFileReaderContent/Maps.

subtitles-UMG-3

Quick Start Guide

To create your own widget that responds to the subtitles system, right click in Content Browser, select UserInterface/WidgetBlueprint.
Next, in the widgets Class Settings, look for the Class Options section.

Change Parent Class to SubtitleUMG. This class automatically binds to the subtitles system delegate.
To get the subtitles when new ones are called, go to the Widget Blueprints Event Graph, right click in the graph and search for "On Subtitle Update"

Sub_1

From the Subtitle Text of this event you can Set Text of any text block component in the widget.

Sub_2

When you want to add this to the screen, inside of another blueprint (usually a Player Controller) you can use CreateWidget node with the widget class you created.

Then AddToViewport node to add it to the screen.

addWidget


To create dialogues and speakers, in the Content Browser, right click Menu, go to Sounds/Dialogue.
A Dialogue Wave requires a speaker and a sound file. Insert the sound file into the Dialogue once opened. Click the small arrow on the left side to show the Sound File option.

The Spoken Text property in the Dialogue is the text that will be displayed as subtitles.

Dialog

When you have created a Dialogue with some text in it you can trigger the Play Dialogue event from anywhere with your dialogue you created.

Note - the speaker and target in the Make DialogContext must be the same as within the dialog asset too, or nothing will play. For more information read the official Using Dialogue Voices and Waves documentation.

Play_Dialog