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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();
}