Architecture and module boundaries
Runtime versus Editor
Section titled “Runtime versus Editor”The descriptor defines AdvancedDialogue as a Runtime module and AdvancedDialogueEditor as an Editor module. Gameplay consumers should depend on the Runtime module only; custom asset editor and graph code must remain editor-only.
Runtime data flow
Section titled “Runtime data flow”Dialogue Asset → compiled runtime node data → AdvancedDialogue Component on an Actor → line/choice/delegate notifications → game-specific UMG Widget / provider implementations.
A Speaker Asset supplies presentation identity. A Speaker Actor is an explicit runtime mapping, not a guaranteed Actor discovery service. Variables, narrative memory, selector state and optional save snapshots belong to the running Dialogue Component.
Editor flow
Section titled “Editor flow”Content Browser factories create Dialogue, Speaker, Variable Schema and Camera Preset assets. Dialogue Graph nodes are compiled into serialized runtime flow. Dialogue Lab traverses selected paths offline, with limits on what gameplay behavior it can simulate.
Source boundaries
Section titled “Source boundaries”- Runtime public API:
Source/AdvancedDialogue/Public/ - Runtime implementation:
Source/AdvancedDialogue/Private/ - Editor tools:
Source/AdvancedDialogueEditor/ - Bundled manual:
Docs/
Only API signatures and references are reproduced on this public website—not the plugin’s proprietary implementation.