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level up your dialogue in unreal engine

transform how your
team does dialogue

Accessilogue has the power to change how your team does dialogue. It keeps all script writing and edits outside of the engine and simplifies implementation and updates for your technical team members in engine by reducing the overall work load.

infinitely customisable

Accessilogue offers an array of options for customising your subtitles and dialogue options to match your game’s style. But those same options also make it easy to offer plenty of accessibility options for your impaired players.

key features

  • easy to use
  • accessible to non-technical team members
  • extensive documentation
  • 100% blueprint based
  • audio & subtitle accessibility options
  • custom pipeline tools include
  • keeps all script and dialogue writing out of engine

"Glad to have tried this one. It‘a a very thorough dialog system supported by a friendly team of helpful developers :)"

completely data driven

With Accessilogue integrated into your workflow, there will be no more hand editing lines in-editor, taking up your technical team members' valuable time. Instead writers, designers and other staff can simply edit an external spreadsheet or export one from their writing or planning tool of choice. Import that sheet into Unreal and you are done.

tested in production

Accessilogue has been used in our own shipped titles. It is set up to easily integrate into your existing systems because of its modular nature. All the logic is self contained and can be easily migrated and reused in different projects. By default Accessilogue is set up to entirely work with Unreal’s MetaSounds, but we also provide a step by step guide on how to set it up with FMOD.

Negative Atmosphere: Emergency Room

Negative Atmosphere: Emergency Room

Negative Atmosphere: Emergency Room

Negative Atmosphere: Emergency Room

easy to integrate

The data driven nature of Accessilogue makes scripting out dialogue fast and easy. Instead of triggering individual lines, dialogue can be scripted in chunks of lines called conversations, which can be accessed simply by mentioning their ID. The same goes for player choices which can be scripted in sets.

Need other characters to interrupt a conversation? Just set the priority for those lines higher and Accessilogue will take care of it on its own - and when supplied with a table for reaction lines - will seamlessly blend in the right ones before and after an interruption to create a natural flow of conversation.


If you need any help please feel free to join our discord.