Skip to content

2.1.3.1 Node: Message

BDC_Patrick edited this page Nov 6, 2025 · 59 revisions
Message Node

As Short as possible

The base node to hold a message for your Dialogues.


Description

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](https://github.com/BDCPatrick/BDC_DialogBackend_Doc/wiki/7.1-MetaData-List).

Pins

Name Optic Type Description
In Input Pin Exec Multiple incoming execution to link this Node.
Out Output Pin Exec Single outgoing execution to link this Node to any other Node. Also serves as Option-cancelled.
Opt Option Pin Execs Multiple outgoing execution to link this Node to specific Options, the player can choose from.

Details

Message Node Details
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.
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.

Hotkeys

Hotkey
M + left-click

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

Clone this wiki locally