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Blueprint properties and dispatchers

The public headers expose configuration, state and dynamic multicast events through UPROPERTY. The inventory below lists members with BlueprintAssignable, BlueprintReadOnly, BlueprintReadWrite, getter or setter metadata. Some belong to nested structs rather than UObject classes; a ? context means the lightweight inventory could not confidently assign the containing type. The source path remains the authority.

Member Declared type Exposed as Description / tooltip
Target EAdvancedDialogueCameraTarget BlueprintReadWrite, EditAnywhere Choose who or what to frame: Current Speaker uses the linked Speaker Actor; Player uses the Player Controller’s Pawn; Custom Target uses an Actor registered under Target Tag in the camera component’s Custom Targets map.
CameraTag FGameplayTag BlueprintReadWrite, EditAnywhere Select the tag identifying the Actor to frame, not the camera. In the Advanced Dialogue Camera Component’s Custom Targets map, add this exact tag and assign the Actor instance from your level. Example: Dialogue.CameraTarget.FrontDoor maps to your door Actor. Used by the built-in provider only when Target is Custom Target.
LocationOffset FVector BlueprintReadWrite, EditAnywhere Built-in provider: offset in the target Actor’s local orientation, added to its world location. Unreal units are centimeters. Calculated when the shot starts; does not continuously follow the Actor or resolve a head socket. Custom providers may interpret it differently.
RotationOffset FRotator BlueprintReadWrite, EditAnywhere Built-in provider: added to the rotation aimed at the Actor’s origin when Look At Target is enabled; otherwise added to the Actor’s rotation. Custom providers may interpret it differently.
FieldOfView float BlueprintReadWrite, EditAnywhere Desired field of view. Providers may ignore it.
BlendInTime float BlueprintReadWrite, EditAnywhere Blend time when entering this shot.
BlendOutTime float BlueprintReadWrite, EditAnywhere Blend time when releasing this shot.
bLookAtTarget bool BlueprintReadWrite, EditAnywhere Built-in provider: aim at the target Actor’s origin when the shot starts, then apply Rotation Offset. This is not head tracking or continuous follow. Disable to use the Actor’s rotation plus Rotation Offset.
Member Declared type Exposed as Description / tooltip
ChoiceId FGuid BlueprintReadOnly See the public declaration.
Text FText BlueprintReadOnly, EditAnywhere See the public declaration.
TargetNodeId FGuid BlueprintReadOnly See the public declaration.
bUseCondition bool BlueprintReadOnly See the public declaration.
Availability EAdvancedDialogueChoiceAvailability BlueprintReadOnly See the public declaration.
DisabledReason FText BlueprintReadOnly Optional localized explanation presented when this choice is disabled.
ConditionGroup FAdvancedDialogueConditionGroup BlueprintReadOnly See the public declaration.
Effects TArray<FAdvancedDialogueVariableMutation> BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
ChoiceIndex int32 BlueprintReadOnly See the public declaration.
ChoiceId FGuid BlueprintReadOnly See the public declaration.
Text FText BlueprintReadOnly See the public declaration.
bEnabled bool BlueprintReadOnly See the public declaration.
DisabledReason FText BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
Operator EAdvancedDialogueConditionGroupOperator BlueprintReadWrite, EditAnywhere All (AND) requires every rule to pass. Any (OR) requires at least one. An empty All group is true; an empty Any group is false, before NOT Result.
bNot bool BlueprintReadWrite, EditAnywhere See the public declaration.
Rules TArray<FAdvancedDialogueConditionRule> BlueprintReadWrite, EditAnywhere Rules evaluated in order with short-circuiting. Each rule can read a Dialogue Variable or call an External Provider. NOT Result inverts the combined result.
Member Declared type Exposed as Description / tooltip
bNot bool BlueprintReadWrite, EditAnywhere Invert this rule’s result before combining it with the other rules.
Source EAdvancedDialogueConditionSource BlueprintReadWrite, EditAnywhere See the public declaration.
ConditionTag FGameplayTag BlueprintReadWrite, EditAnywhere See the public declaration.
VariableTag FGameplayTag BlueprintReadWrite, EditAnywhere See the public declaration.
Comparison EAdvancedDialogueComparisonOperator BlueprintReadWrite, EditAnywhere See the public declaration.
ExpectedValue FAdvancedDialogueValue BlueprintReadWrite, EditAnywhere See the public declaration.
Member Declared type Exposed as Description / tooltip
Mode EAdvancedDialogueContinueMode BlueprintReadOnly, EditAnywhere When to advance to the next dialogue line: player input, voice completion, estimated reading time or a fixed duration. Does not control the widget’s text reveal animation. Choices always require an explicit selection.
bAllowManualContinue bool BlueprintReadOnly, EditAnywhere Allow the player to advance an automatic line before its timer or voice finishes. Disable to wait for automatic completion. Separate from Allow Typewriter Skip on the widget, which only reveals unfinished text. Not used by Manual mode; pause still blocks continuation.
Duration float BlueprintReadOnly, EditAnywhere Display time for After Duration, followed by Auto Continue Delay. Measured from the start of the line, not from the end of the typewriter animation. Uses game time and pauses with the dialogue.
AutoContinueDelay float BlueprintReadOnly, EditAnywhere Extra wait after the voice finishes, estimated reading time expires or Line Duration expires. Zero adds no extra wait. Only used by automatic modes; this is not a typewriter punctuation pause.
ReadingCharactersPerSecond float BlueprintReadOnly, EditAnywhere Estimated reading speed using resolved localized text. A larger value produces a shorter estimated display time, clamped to Minimum/Maximum Reading Time. Only used by After Reading Time; does not change typewriter reveal speed.
MinimumReadingTime float BlueprintReadOnly, EditAnywhere Minimum display time for short or empty lines in After Reading Time, before Auto Continue Delay.
MaximumReadingTime float BlueprintReadOnly, EditAnywhere Maximum display time in After Reading Time, before Auto Continue Delay. Must not be lower than Minimum Reading Time.
VoiceTimeout float BlueprintReadOnly, EditAnywhere Safety limit for waiting on voice completion, including game-managed audio. Increase for unusually long lines. Expiry switches this line to Manual and allows Continue; this is not the expected audio duration.
Member Declared type Exposed as Description / tooltip
DialogueAsset TObjectPtr<UAdvancedDialogueAsset> BlueprintReadOnly Root session asset, not necessarily the asset owning Node ID during a Sub-Dialogue. Query Get Active Dialogue during presentation for the executing asset.
NodeId FGuid BlueprintReadOnly Node in the currently executing asset, which may be a Sub-Dialogue. Not necessarily owned by Session Dialogue Asset.
SequenceEntryId FGuid BlueprintReadOnly Stable sequence entry GUID. Invalid for a standalone Line node.
LineRequestId FGuid BlueprintReadOnly Unique presentation request. Capture this ID for game-managed audio callbacks; revisiting a node creates a new ID.
SpeakerAsset TObjectPtr<UAdvancedDialogueSpeaker> BlueprintReadOnly See the public declaration.
SpeakerTag FGameplayTag BlueprintReadOnly See the public declaration.
SpeakerActor TObjectPtr<AActor> BlueprintReadOnly See the public declaration.
SpeakerDisplayName FText BlueprintReadOnly See the public declaration.
SpeakerNameColor FLinearColor BlueprintReadOnly See the public declaration.
SpeakerPortrait TObjectPtr<UTexture2D> BlueprintReadOnly See the public declaration.
ExpressionTag FGameplayTag BlueprintReadOnly See the public declaration.
VoiceAudio TObjectPtr<USoundBase> BlueprintReadOnly See the public declaration.
LineText FText BlueprintReadOnly See the public declaration.
ContinueMode EAdvancedDialogueContinueMode BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
bOverrideDialogueSettings bool BlueprintReadOnly, EditAnywhere Disabled: inherit the resolved component or Dialogue Asset settings. Enabled: replace them with the settings below for this line only.
Settings FAdvancedDialogueContinueSettings BlueprintReadOnly, EditAnywhere Continue settings for this line. Ignored unless Override Dialogue Settings is enabled.
Member Declared type Exposed as Description / tooltip
bDialogueActive bool BlueprintReadOnly See the public declaration.
DialogueAsset TObjectPtr<UAdvancedDialogueAsset> BlueprintReadOnly See the public declaration.
NodeId FGuid BlueprintReadOnly See the public declaration.
LineRequestId FGuid BlueprintReadOnly See the public declaration.
State EAdvancedDialogueState BlueprintReadOnly See the public declaration.
NodeType EAdvancedDialogueNodeType BlueprintReadOnly See the public declaration.
SpeakerTag FGameplayTag BlueprintReadOnly See the public declaration.
ExpressionTag FGameplayTag BlueprintReadOnly See the public declaration.
SpeakerDisplayName FText BlueprintReadOnly See the public declaration.
LineText FText BlueprintReadOnly See the public declaration.
ContinueMode EAdvancedDialogueContinueMode BlueprintReadOnly See the public declaration.
bCanContinue bool BlueprintReadOnly See the public declaration.
bWaitingForVoice bool BlueprintReadOnly See the public declaration.
bVoiceStarted bool BlueprintReadOnly See the public declaration.
RemainingAutoContinueTime float BlueprintReadOnly See the public declaration.
DelayDuration float BlueprintReadOnly Current Delay duration in seconds, or -1 when not waiting on a Delay.
RemainingDelayTime float BlueprintReadOnly Seconds left on the current Delay. Frozen while paused; -1 outside a Delay.
WaitingSignalTag FGameplayTag BlueprintReadOnly Signal tag required by the current Wait for Signal node.
RemainingSignalTime float BlueprintReadOnly Seconds left before the current Wait for Signal follows its timeout path; -1 means no timeout.
VisibleChoiceCount int32 BlueprintReadOnly See the public declaration.
EnabledChoiceCount int32 BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
NodeId FGuid BlueprintReadOnly See the public declaration.
Type EAdvancedDialogueNodeType BlueprintReadOnly See the public declaration.
SpeakerAsset TObjectPtr<UAdvancedDialogueSpeaker> BlueprintReadOnly See the public declaration.
ExpressionTag FGameplayTag BlueprintReadOnly See the public declaration.
VoiceAudio TObjectPtr<USoundBase> BlueprintReadOnly See the public declaration.
ContinueOverride FAdvancedDialogueLineContinueOverride BlueprintReadOnly Inherit Dialogue Asset settings or override continuation for this line.
Text FText BlueprintReadOnly See the public declaration.
NextNodeId FGuid BlueprintReadOnly See the public declaration.
CameraPresetAsset TObjectPtr<UAdvancedDialogueCameraPreset> BlueprintReadOnly See the public declaration.
Choices TArray<FAdvancedDialogueChoiceRuntime> BlueprintReadOnly See the public declaration.
SequenceEntries TArray<FAdvancedDialogueSequenceEntryRuntime> BlueprintReadOnly See the public declaration.
bUseConditionGroup bool BlueprintReadOnly See the public declaration.
ConditionGroup FAdvancedDialogueConditionGroup BlueprintReadOnly See the public declaration.
ConditionSource EAdvancedDialogueConditionSource BlueprintReadOnly See the public declaration.
ConditionTag FGameplayTag BlueprintReadOnly See the public declaration.
VariableTag FGameplayTag BlueprintReadOnly See the public declaration.
Comparison EAdvancedDialogueComparisonOperator BlueprintReadOnly See the public declaration.
ExpectedValue FAdvancedDialogueValue BlueprintReadOnly See the public declaration.
TrueNodeId FGuid BlueprintReadOnly See the public declaration.
FalseNodeId FGuid BlueprintReadOnly See the public declaration.
EventTag FGameplayTag BlueprintReadOnly See the public declaration.
DelayDuration float BlueprintReadOnly See the public declaration.
SignalTag FGameplayTag BlueprintReadOnly See the public declaration.
SignalTimeout float BlueprintReadOnly See the public declaration.
SignalTimeoutNodeId FGuid BlueprintReadOnly See the public declaration.
SelectorMode EAdvancedDialogueSelectorMode BlueprintReadOnly See the public declaration.
SelectorTargets TArray<FGuid> BlueprintReadOnly See the public declaration.
SelectorBranches TArray<FAdvancedDialogueSelectorBranchRuntime> BlueprintReadOnly See the public declaration.
PortalTag FGameplayTag BlueprintReadOnly See the public declaration.
JumpTargetNodeId FGuid BlueprintReadOnly See the public declaration.
SubDialogueAsset TObjectPtr<UAdvancedDialogueAsset> BlueprintReadOnly See the public declaration.
VariableMutation FAdvancedDialogueVariableMutation BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
FormatVersion int32 BlueprintReadOnly Snapshot format version. Zero means no successful capture. Do not edit manually.
bHasActiveDialogue bool BlueprintReadOnly True when this snapshot contains a conversation to resume. Does not mean its Actors or level are currently loaded.
ActiveDialogue TSoftObjectPtr<UAdvancedDialogueAsset> BlueprintReadOnly Asset executing at capture time. May be a Sub-Dialogue. Must still exist to resume; ensure saved dialogue assets are included in your packaged build.
CurrentNodeId FGuid BlueprintReadOnly Stable ID of the saved node. Resume fails if the node is missing or its type changed.
SequenceEntryId FGuid BlueprintReadOnly Stable Sequence entry ID, not an array index. Resume fails if the saved entry was removed.
bWasPaused bool BlueprintReadOnly Whether the conversation was paused. Resumed conversations retain this pause.
RemainingWaitTime float BlueprintReadOnly Seconds left in a Delay or signal timeout. Minus one means no signal timeout. Time outside the game does not consume this wait.
DialogueVariables TMap<FGameplayTag, FAdvancedDialogueValue> BlueprintReadOnly Dialogue-owned values. Does not save Actor properties, inventory or quest systems outside this component.
NodeVisitCounts TMap<FString, int32> BlueprintReadOnly Number of visits per asset and node. Restoring replaces these counters without replaying nodes.
ChoiceSelectionCounts TMap<FString, int32> BlueprintReadOnly Remembered selections per asset and choice ID.
DialogueStartCounts TMap<FString, int32> BlueprintReadOnly Number of starts per dialogue asset. Resuming a snapshot does not increment this count.
DialogueCompletionCounts TMap<FString, int32> BlueprintReadOnly Number of completions per dialogue asset.
CurrentDialogueVisitedNodes TSet<FGuid> BlueprintReadOnly Node IDs visited in the captured session.
CurrentDialogueSelectedChoices TSet<FGuid> BlueprintReadOnly Choice IDs selected in the captured session.
CurrentDialogueHistory TArray<FGuid> BlueprintReadOnly Ordered node history in the captured session.
SelectorLastIndices TMap<FString, int32> BlueprintReadOnly Previous selections used by stateful Selectors.
SelectorSequentialIndices TMap<FString, int32> BlueprintReadOnly Next sequential positions used by Selectors.
Member Declared type Exposed as Description / tooltip
OptionId FGuid BlueprintReadOnly See the public declaration.
TargetNodeId FGuid BlueprintReadOnly See the public declaration.
bUseCondition bool BlueprintReadOnly See the public declaration.
bUseConditionGroup bool BlueprintReadOnly See the public declaration.
ConditionGroup FAdvancedDialogueConditionGroup BlueprintReadOnly See the public declaration.
ConditionSource EAdvancedDialogueConditionSource BlueprintReadOnly See the public declaration.
ConditionTag FGameplayTag BlueprintReadOnly See the public declaration.
VariableTag FGameplayTag BlueprintReadOnly See the public declaration.
Comparison EAdvancedDialogueComparisonOperator BlueprintReadOnly See the public declaration.
ExpectedValue FAdvancedDialogueValue BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
CameraPresetAsset TObjectPtr<UAdvancedDialogueCameraPreset> BlueprintReadOnly See the public declaration.
EntryId FGuid BlueprintReadOnly See the public declaration.
SpeakerAsset TObjectPtr<UAdvancedDialogueSpeaker> BlueprintReadOnly See the public declaration.
ExpressionTag FGameplayTag BlueprintReadOnly See the public declaration.
VoiceAudio TObjectPtr<USoundBase> BlueprintReadOnly See the public declaration.
ContinueOverride FAdvancedDialogueLineContinueOverride BlueprintReadOnly Inherit Dialogue Asset settings or override continuation for this line.
Text FText BlueprintReadOnly See the public declaration.
Member Declared type Exposed as Description / tooltip
ExpressionTag FGameplayTag BlueprintReadOnly, EditAnywhere Expression identifier selected from Dialogue.Expression Gameplay Tags.
Portrait TObjectPtr<UTexture2D> BlueprintReadOnly, EditAnywhere Portrait used for this expression. If no texture is assigned, the speaker’s main Portrait is used.
Member Declared type Exposed as Description / tooltip
Type EAdvancedDialogueValueType BlueprintReadWrite, EditAnywhere Select the data type. Only the matching value field is shown.
BooleanValue bool BlueprintReadWrite, EditAnywhere See the public declaration.
IntegerValue int32 BlueprintReadWrite, EditAnywhere See the public declaration.
FloatValue float BlueprintReadWrite, EditAnywhere See the public declaration.
TextValue FText BlueprintReadWrite, EditAnywhere See the public declaration.
NameValue FName BlueprintReadWrite, EditAnywhere See the public declaration.
Member Declared type Exposed as Description / tooltip
VariableTag FGameplayTag BlueprintReadOnly, EditAnywhere See the public declaration.
DefaultValue FAdvancedDialogueValue BlueprintReadOnly, EditAnywhere See the public declaration.
Description FText BlueprintReadOnly, EditAnywhere See the public declaration.
Member Declared type Exposed as Description / tooltip
VariableTag FGameplayTag BlueprintReadWrite, EditAnywhere See the public declaration.
Operation EAdvancedDialogueVariableOperation BlueprintReadWrite, EditAnywhere Set assigns the value; Add/Subtract change a number; Toggle flips a Boolean; Remove deletes the variable. Toggle and Remove do not use a Value.
Value FAdvancedDialogueValue BlueprintReadWrite, EditAnywhere See the public declaration.
Member Declared type Exposed as Description / tooltip
bUseComponentContinueSettings bool BlueprintReadOnly, EditAnywhere Use the running component’s Default Continue Settings. Disable to override them for this Dialogue Asset. Individual lines can still override the resolved settings. Sub-Dialogues resolve their own asset policy against the same component.
ContinueSettings FAdvancedDialogueContinueSettings BlueprintReadOnly, EditAnywhere Continuation settings for this Dialogue Asset when Use Component Settings is disabled. Ignored while inheriting from the component.
DefaultCameraPreset TObjectPtr<UAdvancedDialogueCameraPreset> BlueprintReadOnly, EditAnywhere Default camera shot for every Dialogue Line and Sequence entry in this asset. Entry presets override node presets; node presets override this default. None means no asset-level shot. Each Sub-Dialogue uses its own asset default, not its parent’s. Camera nodes keep their explicit hold/restore behavior. Requires Built-in Camera or a configured Custom Provider on the Dialogue Component.
LocalizationId FGuid BlueprintReadOnly See the public declaration.
VariableSchema TObjectPtr<UAdvancedDialogueVariableSchema> BlueprintReadOnly, EditAnywhere See the public declaration.
Member Declared type Exposed as Description / tooltip
OnCameraStarted FAdvancedDialogueCameraNotification BlueprintAssignable Emitted after a valid shot has been submitted to the player camera manager. The blend may still be running.
OnCameraRestored FAdvancedDialogueCameraReleaseNotification BlueprintAssignable Emitted when restoration to the previous view target is submitted. The blend may still be running. Not emitted if another camera system has taken control.
PlayerController TObjectPtr<APlayerController> BlueprintReadWrite, EditAnywhere Local player whose view is controlled. If unset, resolves only from the owning Player Controller or Pawn; never selects player 0 implicitly.
CustomTargets TMap<FGameplayTag, TObjectPtr<AActor>> BlueprintReadWrite, EditAnywhere Associate each Target Tag with an Actor instance in your level. For a preset using Custom Target, its Target Tag must exactly match a key in this map. Example: Dialogue.CameraTarget.FrontDoor maps to your door Actor. Assign the Actor instance, not its Blueprint class.
Member Declared type Exposed as Description / tooltip
Shot FAdvancedDialogueCameraSettings BlueprintReadOnly, EditAnywhere See the public declaration.
RequestId FGuid BlueprintReadOnly See the public declaration.
NodeId FGuid BlueprintReadOnly See the public declaration.
SpeakerTag FGameplayTag BlueprintReadOnly See the public declaration.
Preset FAdvancedDialogueCameraSettings BlueprintReadOnly See the public declaration.
SpeakerActor TObjectPtr<AActor> BlueprintReadOnly Actor linked to the current Speaker Asset using Set Speaker Actor. Can be null for off-screen speakers.
Member Declared type Exposed as Description / tooltip
ChoiceButton TObjectPtr<UButton> BlueprintReadOnly Optional Button named ChoiceButton. It selects this entry when clicked and is the keyboard/gamepad focus target.
ChoiceText TObjectPtr<UTextBlock> BlueprintReadOnly Optional Text Block named ChoiceText. It automatically displays this choice’s localized text.
DisabledReasonText TObjectPtr<UTextBlock> BlueprintReadOnly Optional Text Block named DisabledReasonText. It displays the localized explanation while this choice is disabled and collapses otherwise.
ChoiceSelector TObjectPtr<UWidget> BlueprintReadOnly Optional widget named ChoiceSelector. It is visible while this choice is hovered or focused and collapsed otherwise.
bUseDefaultSelectionEmphasis bool BlueprintReadOnly, EditDefaultsOnly Provides a visible keyboard/gamepad selection state even when no ChoiceSelector is supplied. Mouse hover and navigation focus use the same selected state.
bUseHoveredButtonStyleForFocus bool BlueprintReadOnly, EditDefaultsOnly Uses the ChoiceButton Hovered brush and foreground while keyboard/gamepad focus is on this choice, so mouse and navigation have the same visual style.
UnselectedOpacity float BlueprintReadOnly, EditDefaultsOnly Opacity multiplier used by ChoiceButton while it is enabled but neither hovered nor focused.
Member Declared type Exposed as Description / tooltip
DefaultContinueSettings FAdvancedDialogueContinueSettings BlueprintReadOnly, EditAnywhere Default continuation policy for this component. Dialogue Assets inherit it when Use Component Settings is enabled; individual lines may override the result. Read when each line starts; editing defaults does not retime a line already playing.
OnContinueStateChanged FAdvancedDialogueContinueStateChanged BlueprintAssignable Continuation state changed. Query the current mode and Can Continue Current Line to refresh custom UI.
OnLinePlaybackEnded FAdvancedDialogueLinePlaybackEnded BlueprintAssignable This line request is no longer active. Stop any game-managed voice for this ID. Do not report an interrupted sound as naturally finished.
VoicePlayback EAdvancedDialogueVoicePlayback BlueprintReadOnly, EditAnywhere Game Managed preserves existing Blueprint audio. Built In plays Voice Audio automatically in 2D and owns pause/stop. Never enable both playback paths.
OnDialogueLineRequested FAdvancedDialogueLineRequested BlueprintAssignable Alternative expanded-pin line notification. For new custom UI prefer On Dialogue Line Started and its context. Do not present or play the same line from both events.
OnDialogueLineStarted FAdvancedDialogueLineStarted BlueprintAssignable Emitted when a line presentation starts. The context contains the stable request ID, speaker, expression, voice and effective continuation mode.
OnDialogueLineFinished FAdvancedDialogueLineFinished BlueprintAssignable Emitted when the current line presentation ends or is interrupted. Match LineRequestId to stop external audio and animation safely.
OnVoiceStarted FAdvancedDialogueVoiceStarted BlueprintAssignable Emitted once when built-in audio starts or game-managed audio reports that it started.
OnVoiceFinished FAdvancedDialogueVoiceFinished BlueprintAssignable Emitted when the captured voice finishes naturally.
OnVoiceFailed FAdvancedDialogueVoiceFailed BlueprintAssignable Emitted when voice playback is unavailable, fails to start or times out. The line falls back to Manual.
OnChoicesRequested FAdvancedDialogueChoicesRequested BlueprintAssignable A new visible choice list is ready. Read Get Current Choice Views for IDs, enabled states and reasons. Discard indices from the previous presentation.
OnDialogueStateChanged FAdvancedDialogueStateChanged BlueprintAssignable Runtime state changed. Use this to react to pause/resume; game-managed audio must handle pause itself.
OnRuntimeDebugUpdated FAdvancedDialogueRuntimeDebugUpdated BlueprintAssignable Runtime-safe diagnostic snapshot for an optional in-game debug overlay. It is available in packaged builds and contains no editor-only trace data.
OnConditionEvaluated FAdvancedDialogueConditionEvaluated BlueprintAssignable Diagnostic notification of a condition result. This is not a provider callback: return the result from Evaluate Dialogue Condition on your provider instead.
OnDialogueEventRequested FAdvancedDialogueEventRequested BlueprintAssignable Handle a gameplay event tag here or through AdvancedDialogueEventProvider. Both routes run if both are configured; avoid executing the same action twice.
OnDialogueStarted FAdvancedDialogueStarted BlueprintAssignable A session has started on the supplied root asset. Starting may immediately traverse automatic nodes or finish; do not assume it is waiting for input.
OnDialogueEnded FAdvancedDialogueEnded BlueprintAssignable A dialogue ended. Inspect both the supplied asset and End Reason; nested Sub-Dialogue completion may be reported while the parent session continues.
ConditionHandlerSource EAdvancedDialogueHandlerSource BlueprintReadWrite, EditAnywhere This Actor uses the owner of this component. Another Object uses the Condition Handler assigned below. The selected object must implement Advanced Dialogue Condition Provider. This is independent of Speaker Actor links; a missing handler never falls back to another object.
ConditionHandler TObjectPtr<UObject> BlueprintReadWrite, EditAnywhere Runtime object that checks external conditions, such as a Quest Manager. Must implement Advanced Dialogue Condition Provider. Set Condition Handler Source to Another Object and assign this instance before starting or resuming dialogue. Not needed for dialogue-variable conditions.
EventHandlerSource EAdvancedDialogueHandlerSource BlueprintReadWrite, EditAnywhere This Actor uses the owner of this component. Another Object uses the Event Handler assigned below. The selected object must implement Advanced Dialogue Event Provider. This is independent of Speaker Actor links. On Dialogue Event Requested is also broadcast; avoid handling the same action twice.
EventHandler TObjectPtr<UObject> BlueprintReadWrite, EditAnywhere Runtime object that executes dialogue events, such as a Quest Manager. Must implement Advanced Dialogue Event Provider. Set Event Handler Source to Another Object and assign this instance before starting or resuming dialogue.
CameraMode EAdvancedDialogueCameraMode BlueprintReadWrite, EditAnywhere Choose how camera preset requests are handled. Built-in Camera automatically finds the Advanced Dialogue Camera Component on this same Actor; add it to use camera presets. Disabled ignores new requests. Custom Provider requires Set Camera Provider before Start Dialogue. Without a preset request, no camera change occurs. Configure before starting dialogue; existing shots are still released normally.
CameraProvider TObjectPtr<UObject> BlueprintReadWrite Custom Provider mode only: assign a runtime object implementing Advanced Dialogue Camera Provider before Start Dialogue. This is the camera handler, not a Camera Actor or Camera Preset. Built-in Camera ignores this field and finds its component automatically on the same Actor.
OnCameraRequested FAdvancedDialogueCameraNotification BlueprintAssignable A valid camera request is about to be sent to the assigned provider. This does not confirm that the provider could resolve its target.
OnCameraReleased FAdvancedDialogueCameraReleaseNotification BlueprintAssignable The matching request has been released to its original provider.
Member Declared type Exposed as Description / tooltip
LocalizationId FGuid BlueprintReadOnly Automatically maintained identity for localizing this speaker’s display name. Not an Actor reference or a tag to configure manually.
SpeakerTag FGameplayTag BlueprintReadOnly, EditAnywhere Gameplay Tag identifying this speaker, for example Dialogue.Speaker.Anna. This is not the visible name and does not find a character in the level. To link a character, call Set Speaker Actor on the Dialogue Component using this exact Speaker Asset.
DisplayName FText BlueprintReadOnly, EditAnywhere Name shown to the player, such as Anna. Supports localization. If empty, the plugin uses the Speaker Tag text, then the asset name.
Portrait TObjectPtr<UTexture2D> BlueprintReadOnly, EditAnywhere Main portrait shown when no expression-specific portrait is available. Optional: leave empty for a text-only dialogue UI.
NameColor FLinearColor BlueprintReadOnly, EditAnywhere Color used to identify this speaker in the dialogue UI and as the accent bar on this speaker’s dialogue nodes in the graph.
DefaultExpressionTag FGameplayTag BlueprintReadOnly, EditAnywhere Fallback when a line has no expression or requests one not defined here. Add an entry to Expressions first, then select it. None uses the main Portrait unless the line requests a defined expression.
Expressions TArray<FAdvancedDialogueSpeakerExpression> BlueprintReadOnly, EditAnywhere Optional portraits for expressions such as Scared or Happy. Add one entry per expression tag. Creating a Gameplay Tag alone does not add an expression to this speaker.
Member Declared type Exposed as Description / tooltip
Variables TArray<FAdvancedDialogueVariableDefinition> BlueprintReadOnly, EditAnywhere See the public declaration.
Member Declared type Exposed as Description / tooltip
bUseSpeakerColorForName bool BlueprintReadOnly, EditDefaultsOnly Apply the Speaker Asset’s Speaker Color to SpeakerNameText. Disable to keep the name color configured in the Widget Blueprint Designer. Does not change speaker colors in the Dialogue Graph.
ContinueButtonVisibility EAdvancedDialogueContinueButtonVisibility BlueprintReadOnly, EditDefaultsOnly Controls only the default Continue button, not dialogue timing. Use Dialogue Settings follows the effective mode on the current line. Always Hide requires custom input for manual lines.
ContinueButtonHiddenLayout EAdvancedDialogueContinueButtonHiddenLayout BlueprintReadOnly, EditDefaultsOnly How the Continue button affects the layout when not shown, including during choices. Hidden preserves its space; Collapsed removes it and allows the surrounding panel to shrink.
ChoiceWidgetClass TSubclassOf<UAdvancedDialogueChoiceWidgetBase> BlueprintReadOnly, EditDefaultsOnly Widget Blueprint class used to display each response in the bound ChoicesPanel. Derive it from Advanced Dialogue Choice Widget Base. This is the response widget, not the main dialogue widget.
bCollapseWhenDialogueEnds bool BlueprintReadOnly, EditDefaultsOnly Collapse the whole dialogue widget after On Dialogue UI Closed is called. Disable when Blueprint manages a closing animation or visibility. Separate from Continue Button Hidden Layout, which affects only the button.
bAutomaticallyFocusControls bool BlueprintReadOnly, EditDefaultsOnly Moves keyboard/gamepad focus to the first enabled choice or to a visible enabled Continue button. Input mode remains game-owned. Cursor behavior is configured separately.
bKeepFocusInsideDialogue bool BlueprintReadOnly, EditDefaultsOnly While a dialogue is waiting for Continue or a Choice, restores focus to the appropriate dialogue control on the next frame if focus leaves this widget. Disable this when the game intentionally allows interaction with other UI during dialogue.
NavigationCursorBehavior EAdvancedDialogueNavigationCursorBehavior BlueprintReadOnly, EditDefaultsOnly Controls the hardware mouse cursor when focus is assigned by keyboard/gamepad navigation. Hide Until Mouse Moves avoids stale hover and restores the pointer on real mouse movement. Move To Focused Control aligns pointer hover with focus. Keep Visible never changes the cursor.
bEnableTypewriterReveal bool BlueprintReadOnly, EditDefaultsOnly Reveals text progressively. Allow Typewriter Skip controls whether confirmation can complete unfinished text.
TypewriterCharactersPerSecond float BlueprintReadOnly, EditDefaultsOnly Characters revealed per second at Fixed Speed or when voice synchronization has no usable duration.
TypewriterTimingMode EAdvancedDialogueTypewriterTimingMode BlueprintReadOnly, EditDefaultsOnly Controls whether the typewriter uses a fixed speed or synchronizes to the current voice.
bEnableSkipAndFastForward bool BlueprintReadOnly, EditDefaultsOnly When enabled, confirmation completes unfinished text; a subsequent input advances if allowed. When disabled, confirmation is ignored until text is fully revealed. Does not change automatic dialogue timing.
bEnablePunctuationPause bool BlueprintReadOnly, EditDefaultsOnly Adds pauses at Fixed Speed, including the fallback when voice duration is unavailable. Voice-synchronized reveal ignores punctuation pauses.
PunctuationPauseSymbols FString BlueprintReadOnly, EditDefaultsOnly Punctuation symbols that trigger the extra pause. Enter symbols separated by spaces, for example: . , ? !
PunctuationPauseDuration float BlueprintReadOnly, EditDefaultsOnly Additional pause applied after each configured punctuation symbol.
SpeakerNameText TObjectPtr<UTextBlock> BlueprintReadOnly Optional Text Block named SpeakerNameText. Automatically displays the resolved speaker name. Applies the speaker color only when Use Speaker Color for Name is enabled.
DialogueLineText TObjectPtr<UTextBlock> BlueprintReadOnly Optional Text Block named DialogueLineText. Automatically displays the current localized line text. Ignored when DialogueRichText is bound.
DialogueRichText TObjectPtr<URichTextBlock> BlueprintReadOnly Optional Rich Text Block named DialogueRichText. Preferred over DialogueLineText and supports markup/decorator images during typewriter reveal.
ContinueHintText TObjectPtr<UTextBlock> BlueprintReadOnly Optional Text Block named ContinueHintText. Displays the active confirmation hint such as Enter, A or Click.
InputHintIcon TObjectPtr<UImage> BlueprintReadOnly Optional Image named InputHintIcon. Its brush is updated from the configured device-specific textures.
SpeakerPortraitImage TObjectPtr<UImage> BlueprintReadOnly Optional Image named SpeakerPortraitImage. Automatically displays the resolved expression portrait and collapses when no portrait is available.
ChoicesPanel TObjectPtr<UPanelWidget> BlueprintReadOnly Optional panel named ChoicesPanel. Current choice widgets are created inside it and removed whenever presentation changes.
ContinueButton TObjectPtr<UButton> BlueprintReadOnly Optional Button named ContinueButton. It follows Continue Button Visibility and runtime skip permission, hides for choices and calls Confirm Dialogue Input: reveal unfinished text first when configured, otherwise request continuation.
KeyboardConfirmHint FText BlueprintReadOnly, EditDefaultsOnly Text shown for keyboard confirmation.
GamepadConfirmHint FText BlueprintReadOnly, EditDefaultsOnly Text shown for gamepad confirmation.
MouseConfirmHint FText BlueprintReadOnly, EditDefaultsOnly Text shown for mouse confirmation.
KeyboardHintTexture TObjectPtr<UTexture2D> BlueprintReadOnly, EditDefaultsOnly Optional icon used for keyboard confirmation. The icon is applied to InputHintIcon.
GamepadHintTexture TObjectPtr<UTexture2D> BlueprintReadOnly, EditDefaultsOnly Optional icon used for gamepad confirmation. The icon is applied to InputHintIcon.
MouseHintTexture TObjectPtr<UTexture2D> BlueprintReadOnly, EditDefaultsOnly Optional icon used for mouse confirmation. The icon is applied to InputHintIcon.
ActiveInputDevice EAdvancedDialogueInputDevice BlueprintReadOnly Current confirmation device: Keyboard, Gamepad or Mouse.
DialogueComponent TObjectPtr<UAdvancedDialogueComponent> BlueprintReadOnly Advanced Dialogue Component presented by this widget. Assign it directly on Create Widget, or use Set Dialogue Component to replace it later.