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Sequence

Graph context-menu category: Dialogue. Editor menu label: Dialogue Sequence.

Sequence node and dialogue graph example

Sequence node and dialogue graph example. Supplied product gallery image; any captions/overlays are promotional, not interactive controls. Presents ordered entries before following Next. Each entry has its own speaker, text, expression, voice and continuation override. Entry camera presets override the Sequence’s Default Camera Preset.

Use for “Wait… did you hear that?” → “Hear what?” without intervening gameplay. Insert separate nodes when an event must occur between these lines. Entry IDs identify individual presentations for persistence.

  1. Open a Dialogue Asset and right-click an empty section of the graph.
  2. Find the node under the category given above (START is created as part of the graph).
  3. Configure its fields in the Details panel and connect the flow pins shown in your editor.
  4. Save the asset and inspect the validation and runtime tools.

The runtime meaning is documented above from the bundled node reference. The graph is compiled to runtime node data; this is not an Unreal Engine Event Graph node. For behavior spanning gameplay objects, see Gameplay events or Blueprint APIs.

Important: Each entry has its own stable entry ID, speaker, expression, voice, text and optional continuation override.