Entry
Introduction
A single entry in a dialogue
API Reference
Properties
Property | Description | Type | Default Value |
---|---|---|---|
Owner | The owner participant of the dialogue entry | UDialogueParticipant* | nullptr |
Transition | The type of transition for this dialogue entry | EDialogueTransitionType | |
Id | The ID of the dialogue entry | FName | FNam |
Text | The text to display | FText | |
Speed | The speed of the dialogue | float | 12.5f |
Audio | The audio to play with this dialogue entry | USoundBase* | nullptr |
bOverrideRichTextStyle | Should the rich text style be overridden? | bool | false |
RichTextStyle | The rich text style applied to the widget | UDataTable* | nullptr |
bOverridePortraitImage | Should the participant portrait image be overridden? | bool | false |
CustomPortraitImage | The custom portrait image for this dialogue entry | UTexture2D* | nullptr |
CustomPortraitBorderColor | The custom portrait border color for this dialogue entry | FSlateColor | FSlateColo |
Dialogue | A reference to the dialogue containing this entry | UDialogue* | nullptr |
ParentNodes | An array of all the parent entries for this dialogue entry | TArray<UDialogueEntry*> | |
ChildrenNodes | An array of all the child entries for this dialogue entry | TArray<UDialogueEntry*> | |
Edges | A map of all the possible edges for this dialogue entry | TMap<UDialogueEntry*, UDialogueTransition*> |
Functions
Name | Description | Params | Return |
---|---|---|---|
IsLeafNode | Check if this entry is a leaf node | bool A boolean value indicating if this entry is a leaf node |
|
GetTitle | Get the title displayed for this dialogue entry | FText The title displayed for this dialogue entry |
|
GetText | Get the text displayed for this dialogue entry | FText The text displayed for this dialogue entry |
Blueprint Usage
You can use the DialogueEntry
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > Dialogue > Entry > Is Leaf Node
- Ultimate Starter Kit > Dialogue > Entry > Get Title
- Ultimate Starter Kit > Dialogue > Entry > Get Text
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The DialogueEntry
can now be used in any of your C++ files:
#include "USK/Dialogue/DialogueEntry.h"
void ATestActor::Test()
{
// DialogueEntry is a pointer to the UDialogueEntry
bool IsLeafNodeValue = DialogueEntry->IsLeafNode();
FText Title = DialogueEntry->GetTitle();
FText Text = DialogueEntry->GetText();
}