Troubleshooting & FAQ
Beginner Last updated Jul 9, 2026
On this page
- Troubleshooting
- FAQ
- Do I need MetaHumans?
- Do I need to write C++?
- Does it work in multiplayer / co-op?
- Can quests be generated procedurally at runtime?
- Can I import dialogue from external tools (articy, Twine, spreadsheets)?
- Can I restyle or replace the UI?
- Does it depend on other paid plugins or online services?
- Which engine versions are supported?
- My game is stylized / not photoreal. Is the cinematic camera mandatory?
- Still stuck?
Troubleshooting
| Symptom | Cause / fix |
|---|---|
| Objective never counts | The target/location GameplayTag isn’t registered in the project; see Objectives & progression. This is the #1 issue. |
| Dialogue plays but no lip-sync | MetaHuman plugin not enabled, or no DX12, so the face stage degrades to a neutral face by design. Fix the requirement and re-run Build. |
| A custom camera doesn’t cut | The line’s shot: must name a declared staging.cameras id. If the camera class fails to load, the scene falls back to a wide shot with a warning. |
| OmniVoice won’t start | Use the Voice tab’s Setup & Launch button (it handles console/venv environment pitfalls); check _qw_omnivoice.log next to the server. |
| RUN is greyed out | The pre-flight checklist has red items; each has a Fix → shortcut to the right tab. |
| Voices/faces in the wrong language in PIE | Expected: per-culture asset swap is cooked-only, while text localization works everywhere. See Localization. |
| Quest changed but assets stale | The Library marks it “changed”; just RUN again. Generation is idempotent and prunes orphaned voice/face assets of removed lines. |
| Two participants end up on one spot | Two marks (or a mid-dialogue move) put two people on the same mark at the same moment. The validator and the staging canvas both flag the conflicting line. |
FAQ
Do I need MetaHumans?
No. Dialogue, quests, staging, cameras, the journal and saving work with any skeletal-mesh character. The MetaHuman pipeline only powers baked lip-sync and the layered facial animation; without it the build degrades gracefully to a neutral face.
Do I need to write C++?
No. Setup is one click, objectives are credited with one BlueprintCallable node, and the
inventory/stats seams are Blueprint-implementable. C++ is required only for a custom save
backend (IQuestwrightSaveProvider).
Does it work in multiplayer / co-op?
Yes: standalone, listen server and dedicated server. Progress is per-player, replication is owner-only, all mutations are server-authoritative, and co-op saving works without code. See Saving & multiplayer.
Can quests be generated procedurally at runtime?
Not at runtime. A quest is authored content compiled into assets by the Studio (or the compile
commandlet in CI). What you can automate is authoring: .quest.yaml is plain text, so
scripts or an AI assistant can generate quest files that you then build normally.
Can I import dialogue from external tools (articy, Twine, spreadsheets)?
There is no built-in importer, but the target format is an open, documented text file; the authoring reference specifies every field. Converting from any structured source is a small script, and pasting the reference plus your source text into an AI assistant also works well.
Can I restyle or replace the UI?
Yes. All widgets (dialogue, choices, journal, tracker, toasts, barks) are C++-built with
Blueprint-subclassable classes, and the OnQuestStateChanged / OnObjectivesChanged /
OnJournalDirty delegates let you drive an entirely custom UI instead.
Does it depend on other paid plugins or online services?
No. The plugin is engine-native and standalone. Voice synthesis and machine translation are optional and use your own services/keys; with your own WAV files it runs fully offline.
Which engine versions are supported?
Unreal Engine 5.6 – 5.8. The compatibility layer is compile-time checked, so a version mismatch fails loudly at build time rather than silently at runtime.
My game is stylized / not photoreal. Is the cinematic camera mandatory?
Shots are authored per line, so you control how much “cinema” a scene gets, from full custom camera marks down to plain conversations, and the UI widgets are yours to restyle for genre.
Still stuck?
Write to support@phoenixtools.dev with your engine version, the quest file if possible, and the relevant Output Log lines.