Unreal Engine
← Bring content into your game
Unreal Engine 5 · C++
Start with one visible sentence. This small example reads the real Harbour export directly; it is not a complete dialogue player. Then connect the data to your game UI.
1 · Prepare files and scene
Use a C++ project and your own Actor placed in the open map. Add Json to your module dependencies in .Build.cs. Put story.json in Content/Story. Add the helper below to the Actor .cpp and call UE_LOG(LogTemp, Display, TEXT("%s"), *ReadWelcome()); in BeginPlay after Super::BeginPlay(). Read the result in Output Log.
story.json · Export files explained
2 · Show the first text
// Add these includes at the top of your existing Actor .cpp file.
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Dom/JsonObject.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
// File-local helper; call from your Actor's BeginPlay.
static FString ReadWelcome()
{
FString Raw;
if (!FFileHelper::LoadFileToString(Raw, *(FPaths::ProjectContentDir() / TEXT("Story/story.json"))))
return TEXT("Cannot load story.json");
TSharedPtr<FJsonObject> Story;
const auto Reader = TJsonReaderFactory<>::Create(Raw);
if (!FJsonSerializer::Deserialize(Reader, Story) || !Story.IsValid())
return TEXT("Invalid JSON");
// Following accesses expect the supplied, validated Harbour export.
const auto Content = Story->GetObjectField(TEXT("content"));
const FString Id = TEXT("fd7b61a3-8233-4ba7-8f77-b88b119a91bf");
auto Message = Content->GetObjectField(TEXT("texts"))->GetObjectField(Id)->GetObjectField(TEXT("sourceMessage"));
const FString Locale = TEXT("en");
const TSharedPtr<FJsonObject>* Table = nullptr;
const TSharedPtr<FJsonObject>* Translation = nullptr;
if (Content->GetObjectField(TEXT("translations"))->TryGetObjectField(Locale, Table)
&& (*Table)->TryGetObjectField(Id, Translation))
Message = (*Translation)->GetObjectField(TEXT("message"));
FString Line;
for (const auto& Segment : Message->GetArrayField(TEXT("segments")))
{
const auto Part = Segment->AsObject();
if (Part->GetStringField(TEXT("kind")) != TEXT("text"))
return TEXT("Text-only example");
Line += Part->GetStringField(TEXT("text"));
}
return Line;
}Expected: “Welcome to the harbour. I am Mira.” With locale = "de" or the language parameter de: “Willkommen im Hafen. Ich bin Mira.” A missing language uses source text. This sample supports text segments; it deliberately does not silently discard placeholders.
3 · From one sentence to a conversation
The fixed text ID above is for the first test. In your game choose flowRef/entryRef from story-index.json, read execution.entries[entryRef].nodeRef, then execution.nodes[nodeRef]. The current dialogue supplies text.textRef and speakerRef. Continuations depend on node kind.
For a dialogue bar use UMG: UTextBlock::SetText(FText::FromString(Line)), UButton::OnClicked and UImage. The widget needs the UMG module dependency and bound widget fields. End: RemoveFromParent() or change visibility and restore game input mode. The JSON reader above does not require UMG.
- Continue and End: follow connections, close the text box
- Choices: answer ID, order and selected continuation
- Conditions and variables: ten or two gold
- Language: the same IDs, newly resolved content
- Command: give an item or open a shop
- Call/Return: visit a substory and return
Inspect answers and the gold check in this language
Read the data for a choice
Insert this fragment where story is available after loading (for RPG Maker: const story = $gameTemp.vnleExample.story;). It prints IDs for inspection. Replace the output with your answer buttons. It covers the two Harbour answers and their following gold check, not a general interpreter.
// Inside ReadWelcome, after Story has been parsed successfully.
const auto Nodes = Story->GetObjectField(TEXT("execution"))->GetObjectField(TEXT("nodes"));
const auto Choice = Nodes->GetObjectField(TEXT("42edfff8-b8fe-46bf-ae0d-9e2347b6e726"));
for (const auto& IdValue : Choice->GetArrayField(TEXT("optionOrder")))
{
const FString OptionId = IdValue->AsString();
const auto Option = Choice->GetObjectField(TEXT("options"))->GetObjectField(OptionId);
UE_LOG(LogTemp, Display, TEXT("%s: %s"), *OptionId, *Option->GetObjectField(TEXT("text"))->GetStringField(TEXT("textRef")));
}
const auto Branch = Nodes->GetObjectField(TEXT("c1c3c372-0a73-4cd0-851d-ede59d5709bb"));
const double Minimum = Branch->GetObjectField(TEXT("condition"))->GetObjectField(TEXT("right"))->GetObjectField(TEXT("value"))->GetNumberField(TEXT("value"));
const int32 Gold = 10; // Repeat with 2.
const auto Next = Branch->GetObjectField(Gold >= Minimum ? TEXT("whenTrue") : TEXT("whenFalse"));
UE_LOG(LogTemp, Display, TEXT("%s"), *Next->GetStringField(TEXT("nodeRef")));With 10 gold, next refers to “Pay five gold”; with 2 it refers to “Not enough gold”. In the actual game, run the check only when the selected path reaches this node. Each selected answer supplies its own continuation.
4 · Map your own images
This supplementary excerpt expects a current dialogue object named node and the UI elements named in its comments. For C++ and MonoGame, speakerRef has already been read as SpeakerId or speakerId. The key is Mira’s actual character ID; the image name and location belong to your game. Insert the lines at the indicated locations.
// In your UUserWidget header; assign the imported texture in its Blueprint defaults.
UPROPERTY(EditDefaultsOnly, Category="Dialogue")
TMap<FString, TObjectPtr<UTexture2D>> Portraits;
// Set the map key to: 807b2957-7bab-4a28-83a4-1f3d1589bbc2
// In widget code, PortraitImage is your bound UImage; SpeakerId comes from speakerRef.
auto* Texture = Portraits.Find(SpeakerId);
PortraitImage->SetBrushFromTexture(Texture ? Texture->Get() : nullptr);
PortraitImage->SetVisibility(Texture && Texture->Get()
? ESlateVisibility::Visible : ESlateVisibility::Hidden);Resolve speaker names through content.characters[speakerRef].nameTextRef just like dialogue text. Missing mappings should hide the previous portrait or show a placeholder. Images are not selected by language.
Use image references from the complete export
5 · Ship files with the game
Add Story under Project Settings → Packaging → Additional Non-Asset Directories to Package. FFileHelper uses Unreal file access. Do not import this JSON as a DataTable: its nested ID maps are not DataTable rows. This guide uses C++; exposing results to Blueprint is a project decision.
Check your result
- English and German greetings display correctly; an unavailable language falls back to English.
- When adding flow: try both answers, gold 10/2, the return from the substory and End.
- Run the built game outside your project folder. JSON, fonts and portraits must be available there too.
Official documentation
API and setup references for this approach: