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2.1.3.1 Node: Message
BDC_Patrick edited this page Nov 26, 2025
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The base node to hold a message for your Dialogues. |
The Message Node is the main node you will use the most in your Dialogues. It not only contains the name of the speaking participant, but also the message, an optional avatar image and some options to handle timing of the message node itself.
The Message itself and also the speaker name, can include special Commands to be replaced with the value of a GlobalValue.
See a list of available Commands at: 7.1-MetaData-List.
| Name | Optic | Type | Description |
|---|---|---|---|
| In | ![]() |
Exec |
Multiple incoming execution to link this Node. |
| Out | ![]() |
Exec |
Single outgoing execution to link this Node to any other Node. Also serves as Option-cancelled. |
| Opt | ![]() |
Execs |
Multiple outgoing execution to link this Node to specific Options, the player can choose from. |
| Setting | Type | Description |
|---|---|---|
| Speaker Name | FText |
Opt.: A single-lined text for the name of the speaking participant. |
| Message | FText |
The multi-lined message to show for the dialog. |
| Avatar | Texture2D |
Opt.: A texture serving as Avatar of the participant. |
| Message Sound | Sound Obj |
Opt.: A Sound to be played, based on "Play Sound as" |
| Play Sound as | Enum |
Select if the Sound should play at the Start of the Message only, at each word, or at each glyph of the text. |
| Auto Forward | float |
Set a time in seconds, after which this message will continue automatically. Leave -1 to have the player need to input a continue event. |
| Auto Forward can be skipped | bool |
An option only visible, if Auto Forward is bigger than 0.0.Setting this option to true, allows to skip the Forward Timer and proceed to the next Update. If this checkbox is false, the player cannot skip the Auto Forward Time. |
| Options | String |
Additional set of Options, have to be separated by semicolon(;). Will be returned by the Interface Event as split Array. |
| Dev Comment | String |
A non Blueprint returned String to make identifying the node easier, since NodeID is more cryptic. |
| Additional Options | UObject Map |
You can add multiple UObjects to this Nodes execution, returned by the GetCurrentObjects Function of the Subsystem. You can add ANY Object of your Project to this List, since it handles UObjects. |
| Additional Classes | UObject Class Map |
You can add multiple UObject Classes to this Nodes execution, returned by the GetCurrentClasses Function of the Subsystem. You can add ANY Object of your Project to this List, since it handles UObjects Class types. |
| Hotkey |
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M +
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I. What is the Dialog Backend?
II. Setting up
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