Core concepts
| Element | Responsibility | Does not do |
|---|---|---|
| Dialogue Asset | Stores the authored conversation graph and compiled flow | Own the current player’s session |
| Speaker Asset | Stores identity, name, portrait, expressions and color | Automatically find a character in the level |
| Dialogue Component | Runs flow, variables, memory, choices and lifecycle | Create your game’s UI, inventory or save slots |
| Main widget | Presents lines, choice entries, typewriter and confirm controls | Decide external gameplay conditions |
| Choice widget | Presents one current response | Own permanent choice history |
| Speaker Actor | Actor linked to an exact Speaker Asset using Set Speaker Actor | Automatically handle conditions or events |
| Provider | Implements a condition, event or camera operation | Get discovered from an arbitrary class automatically |
Tags identify different things
Section titled “Tags identify different things”Dialogue.Speaker.Anna identifies speaker data. Set Speaker Actor links the Speaker Asset directly to a character in the level; no additional role tag is needed.
An Event tag requests gameplay work. A Signal tag releases a Wait for Signal node. Sending an Event does not automatically send a Signal.
Create the tags needed by your project. Tag names in this manual are examples, not a list of automatically registered tags.
Asset configuration versus runtime instance
Section titled “Asset configuration versus runtime instance”A provider field expects an object instance that exists while the dialogue runs. Link Speaker Actors again when a new level creates new Actors. Destroyed Actors are not returned by the lookup.
One component owns one active conversation chain, including nested Sub-Dialogues. Decide which component owns persistent narrative progress and include each relevant component snapshot in your game’s save model.
Defaults and overrides
Section titled “Defaults and overrides”New Dialogue Assets inherit the component’s Default Continue Settings. Disable Use Component Settings on an asset to use its own policy. A line or Sequence entry can override that resolved policy.
Widget options such as typewriter speed and Continue button layout change presentation; they do not replace runtime continuation settings.