Example: Anna and the abandoned house
This is a reproducible authoring recipe, not a claim that these binary assets already exist.
Stage 1 — conversation
Section titled “Stage 1 — conversation”Create SP_Anna, SP_Player, DA_AnnaHouse and the two widgets from Getting Started. Use a Sequence for:
- Anna: “Wait… did you hear that?”
- Player: “Hear what?”
- Anna: “Someone is walking upstairs.”
- Player: “This house is empty.”
- Anna: “No. It wasn’t empty when I came here.”
Then add a Choice with three responses and connect each to its own Sequence:
| Response | Anna | Player | Anna |
|---|---|---|---|
| What happened here? | My brother disappeared here three nights ago. | And you came back alone? | I thought I heard him calling me. |
| We should leave. | I tried to leave. | What do you mean? | The front door was locked from the outside. |
| I’ll check upstairs. | Don’t go up there. | Why not? | Because that’s where I found his voice. |
Connect each branch to End for the first demonstration.
Stage 2 — event and wait
Section titled “Stage 2 — event and wait”For the lights effect, split the opening Sequence after “Hear what?”. Insert Event Dialogue.Event.FlickerLights, then Delay 1.0, then the remaining lines.
For an optional door interaction, use Event Dialogue.Event.OpenDoor → Wait for Signal Dialogue.Signal.DoorOpened with timeout 5.0. On successful completion show “It’s open.” On timeout show “It’s stuck.” The door Blueprint sends the signal from animation completion, not synchronously when the Event starts.
Stage 3 — conditional response
Section titled “Stage 3 — conditional response”Create Boolean Dialogue.Variable.HasKey. Add a response “Use the key.” with condition HasKey == true, Disable When False, and Disabled Reason “You need the key.” Set the variable from gameplay before entering the Choice.
Stage 4 — camera
Section titled “Stage 4 — camera”Register Anna and Player Actors, assign the built-in camera provider instance, then assign a Current Speaker preset to selected lines. For a hallway shot, use Custom Target mapped to a hallway marker Actor.
Test ending the dialogue and stopping it midway; confirm the previous gameplay view returns.
Stage 5 — persistence
Section titled “Stage 5 — persistence”Follow Save and Restore. Capture on the choice screen, save world state separately, and reload after linking Speaker Actors. Verify the same choice is presented with conditions reevaluated against the restored world.
Keep each stage working before adding the next. This makes the example useful for isolating customer setup issues.