Hello, World!
Hello and welcome to Bitpart! For those of you looking for a quick and easy introduction to our product, Hello, World will be just that. We'll cover the basics needed to get you started.
If you’re interested in a more immersive learning experience, start with Tutorial 1: Getting Started.
Content Creation in Coppola
Click the link above to sign-up for a Coppola account and download our desktop app, if you haven't already.
Once you're signed in, click on the folder icon to navigate to the project page. Open the "Hello, World" project.

Click on the "Hello, World" task within the project to open it. The task should be empty aside from two existing task parameters. Create a new task method. You can do so right-clicking "Hello, World!" and selecting Add Method. Name the new task method "Chit Chat".
Add a step to this new method:
Action: Speak To
Instigator: NPC
Target: Player
Utterance: Hello, world!
Save changes.
Add another step to the method:
Action: Speak To
Instigator: Player
Target: NPC
Utterance: Hello to you, too.
Save changes.
You're task method should look like the following:

If you haven't already, click Set game directory in the upper right-hand corner. Find the project where you have the plugin installed in File Explorer and assign the
BitpartDomainArtifactsfolder as the assigned directory. Hit Build project."Build project" outputs two artifacts—a JSON file and a .CSV—to the Game Directory you've specified that you will use later in this tutorial. The JSON is the planning domain and the .CSV is a list of all utterances by character.
Before You Begin: Unreal Setup
Open your Unreal Project that has the Bitpart Plugin installed.

Check to make sure you have Engine Content and Plugin Content toggled on in the Content Browser. To do this, click the settings gear in the Content Browser and confirm that Show Engine Content and Show Plugin Content are clicked on.
Unreal Level
Open the Unreal project you created when you installed the plugin. In the Content Browser navigate to Engine → Plugins → Bitpart AI SDK | Character Engine Content → Starter Pack → Base Demo.
Open DemoMap-Base-Archetype. The map should look like this:

In the Base-Demo folder in the Content Browser, open BDA_Base. Under File Path click on the ellipses and hook the asset up to your project's BitpartDomainArtifacts folder (the one we used above).
To be sure that your new content has been uploaded to the domain asset, click Import from Json File and choose the file you downloaded above. Save and close out of the asset.

Open up BDS_base-archetype asset. You should see Base Task and Hello, World! under task selection. Toggle Base Task off. You can save and close out of the asset.

In the same folder open DT_HelloWorld. Under the Data Table Details tab there should be a section called File Path. Click on the ellipses and upload the .csv file from your build (in the BitpartDomainArtifacts folder if you followed the above instructions).
Go back to the Data Table tab and choose Reimport. You should see your two lines of dialogue appear. Save and close out of the asset.

Right-click on the DT_HelloWorld asset in the Content Browser and choose Bitpart Actions → Import Utterances. Then hit Import again when a modal pops up.

The folder should have two utterance assets to the folder: DA_Player and DA_NPC. Each asset is pre-assigned to it's corresponding character blueprint. These will update with the new data you just imported.
If you'd like to take a peek at what that looks like, open BP_NPC. Be sure to open up the Full Blueprint Editor. Under Character Component → Details → Bitpart → Utterance you'll see the assigned utterance asset.
Hit play! You should see the NPC approach you and say, "Hello, world!"
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