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.
FAdvancedDialogueCameraSettings
Section titled “FAdvancedDialogueCameraSettings”| 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. |
FAdvancedDialogueChoiceRuntime
Section titled “FAdvancedDialogueChoiceRuntime”| 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. |
FAdvancedDialogueChoiceView
Section titled “FAdvancedDialogueChoiceView”| 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. |
FAdvancedDialogueConditionGroup
Section titled “FAdvancedDialogueConditionGroup”| 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. |
FAdvancedDialogueConditionRule
Section titled “FAdvancedDialogueConditionRule”| 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. |
FAdvancedDialogueContinueSettings
Section titled “FAdvancedDialogueContinueSettings”| 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. |
FAdvancedDialogueLineContext
Section titled “FAdvancedDialogueLineContext”| 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. |
FAdvancedDialogueLineContinueOverride
Section titled “FAdvancedDialogueLineContinueOverride”| 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. |
FAdvancedDialogueRuntimeDebugSnapshot
Section titled “FAdvancedDialogueRuntimeDebugSnapshot”| 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. |
FAdvancedDialogueRuntimeNode
Section titled “FAdvancedDialogueRuntimeNode”| 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. |
FAdvancedDialogueSaveState
Section titled “FAdvancedDialogueSaveState”| 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. |
FAdvancedDialogueSelectorBranchRuntime
Section titled “FAdvancedDialogueSelectorBranchRuntime”| 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. |
FAdvancedDialogueSequenceEntryRuntime
Section titled “FAdvancedDialogueSequenceEntryRuntime”| 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. |
FAdvancedDialogueSpeakerExpression
Section titled “FAdvancedDialogueSpeakerExpression”| 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. |
FAdvancedDialogueValue
Section titled “FAdvancedDialogueValue”| 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. |
FAdvancedDialogueVariableDefinition
Section titled “FAdvancedDialogueVariableDefinition”| 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. |
FAdvancedDialogueVariableMutation
Section titled “FAdvancedDialogueVariableMutation”| 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. |
UAdvancedDialogueAsset
Section titled “UAdvancedDialogueAsset”| 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. |
UAdvancedDialogueCameraComponent
Section titled “UAdvancedDialogueCameraComponent”| 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. |
UAdvancedDialogueCameraPreset
Section titled “UAdvancedDialogueCameraPreset”| 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. |
UAdvancedDialogueChoiceWidgetBase
Section titled “UAdvancedDialogueChoiceWidgetBase”| 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. |
UAdvancedDialogueComponent
Section titled “UAdvancedDialogueComponent”| 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. |
UAdvancedDialogueSpeaker
Section titled “UAdvancedDialogueSpeaker”| 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. |
UAdvancedDialogueVariableSchema
Section titled “UAdvancedDialogueVariableSchema”| Member | Declared type | Exposed as | Description / tooltip |
|---|---|---|---|
Variables |
TArray<FAdvancedDialogueVariableDefinition> |
BlueprintReadOnly, EditAnywhere | See the public declaration. |
UAdvancedDialogueWidgetBase
Section titled “UAdvancedDialogueWidgetBase”| 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. |