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2.1.3.1 Node: Message

BDC_Patrick edited this page Dec 9, 2025 · 59 revisions

Message Node

Image Info
Message Node 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. 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
Shortcut Hold M + Left Mouse Button

In- and Outputs

Name Pin Description
In In Pin Input execution pin. Connect previous nodes here to trigger this message.
Out Out Pin Output execution pin. Triggered when the message is finished (or skipped). Used for linear flow.
Opt Opt Pin Option Output. Only accepts connections to Option Nodes to present choices to the player.

Details

Node Details
Name Type Value Default Info
Speaker Name FText - Empty The name of the character speaking this message.
Message FText - Empty The dialogue text content. Supports rich text tags.
Speaking Participant FGameplayTag - None The gameplay tag identifying the actor speaking (used for bubbles).
Avatar Image Texture2D - None Soft reference to a Texture2D used as the speaker's avatar.
Message Sound SoundWave - None Sound wave played when the message is shown.
Play Sound As Enum No Auto
Start
Char
Word
On Start Determines if the sound plays once, per character, or per word.
Auto Forward Next After Float -1.0
-
Max
-1.0 Time in seconds to automatically advance. -1 disables auto-forward.
Allow Skip Auto Continue Bool True
-
False
False If true, players can manually skip the auto-forward timer.
Options String - Empty Generic string field for custom additional data or parsing.
Dev Comment String - Empty Developer comment for internal documentation.
Additional Tags FGameplayTagContainer - Empty Extra metadata tags to pass to the UI or game logic.
Additional Objects Map - Empty Map of FName to Object References for additional data.
Additional Classes Map - Empty Map of FName to Class References for additional data.

Notes

- The Opt pin is a multi-connection pin. You can drag multiple wires from it to different Option Nodes to create dialogue choices.

Documentation Index

I. What is the Dialog Backend?
II. Setting up
III. Binding UI
IV. The Subsystem
V. The Components
VI. Dispatchers
VII. Others

Demo available: Demo Page

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