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2.1.3.1 Node: Message
BDCPatrick edited this page Sep 10, 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.
| 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. |
| 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. |
| Hotkey |
|---|
| M + left-click |
I. What is the Dialog Backend?
II. Setting up
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