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2.1.3.1 Node: Message
BDC_Patrick edited this page Dec 9, 2025
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| Image | Info |
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The primary node for displaying dialogue text, speaker info, and playing audio. |
| Description | |
| The Message Node is the core component of a dialog tree. It holds the actual text to be displayed to the player, along with the speaker's name, avatar, and associated audio. It supports Rich Text decorations for advanced text formatting and variable injection. This node can transition linearly to another node via the 'Out' pin or present multiple choices to the player by connecting Option Nodes to the 'Opt' pin. | |
| Shortcut | |
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Hold M + Left Mouse Button |
| Name | Pin | Description |
| In | ![]() |
Input execution pin. Connect previous nodes here to trigger this message. |
| Out | ![]() |
Output execution pin. Triggered when the message is finished (or skipped). Used for linear flow. |
| Opt | ![]() |
Option Output. Only accepts connections to Option Nodes to present choices to the player. |
| Name | Type | Value | Default | Info |
| Speaker Name | ![]() |
- | Empty | The name of the character speaking this message. |
| Message | ![]() |
- | Empty | The dialogue text content. Supports rich text tags. |
| Speaking Participant | ![]() |
- | None | The gameplay tag identifying the actor speaking (used for bubbles). |
| Avatar Image | ![]() |
- | None | Soft reference to a Texture2D used as the speaker's avatar. |
| Message Sound | ![]() |
- | None | Sound that can manually be played. |
| Play Sound As | ![]() |
One time on Start Each Character Each Word |
One time on Start | Determines if the sound plays once, per character, or per word. |
| Auto Forward Next After | ![]() |
-1.0 - Max |
-1.0 | Time in seconds to automatically advance. -1 disables auto-forward. |
| Allow Skip Auto Continue | ![]() |
True - False |
False | If true, players can manually skip the auto-forward timer. |
| Options | ![]() |
- | Empty | Generic string field for custom additional data or parsing. |
| Dev Comment | ![]() |
- | Empty | Developer comment for internal documentation. |
| Additional Tags | ![]() |
- | Empty | Extra metadata tags to pass to the UI or game logic. |
| Additional Objects | ![]() |
- | Empty | Map of FName to Object References for additional data. |
| Additional Classes | ![]() |
- | Empty | Map of FName to Class References for additional data. |
- The Opt pin is a multi-connection pin. You can drag multiple wires from it to different Option Nodes to create dialogue choices.
I. What is the Dialog Backend?
II. Setting up
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