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2.1.3.1 Node: Message

BDC_Patrick edited this page Dec 4, 2025 · 59 revisions

Message Node

Image Info
[Message Node](Images/Image_Node_Message.png) Displays dialogue text, speaker info, and audio.
Description
The Message Node is the primary building block for dialogues. It allows you to define the speaker, the text content (supporting Rich Text tags), an avatar image, and sound effects. Flow can proceed linearly through the "Out" pin or branch into multiple choices via the "Opt" pin connected to Option Nodes.
Shortcut
[Shortcut](Images/Image_Short_Message.png) Hold M + Left Mouse Button

In- and Outputs

Name Pin Description
In ![In Pin](Images/TexUI_Pin_Root.png) Entry point for execution.
Out ![Out Pin](Images/TexUI_Pin_Root.png) Standard output flow to the next node.
Options ![Opt Pin](Images/TexUI_Pin_Opt.png) Special output for connecting to Option Nodes only.

Details

![Node Details](Images/Image_Detail_Message.png)
Name Type Value Default Info
Speaker FText String "" The name of the character speaking.
Message FText String (MultiLine) "" The main content of the dialogue. Supports BDC Rich Text tags.
Speaking Participant FGameplayTag Tag None Identifies the speaker actor in the world (e.g., for Bubble Dialog placement).
Avatar Image TSoftObjectPtr<UTexture2D> Asset None A texture to represent the speaker (e.g., a portrait).
Message Sound TSoftObjectPtr<USoundWave> Asset None Audio file to play when the message appears.
Play Sound As Enum OnStart
OnChar
OnWord
OnStart Defines when the sound effect triggers (once, per letter, or per word).
Auto Forward Next After Float -1.0
-
Max Float
-1.0 If greater than 0, the dialog automatically proceeds to the 'Out' pin after this many seconds.
Allow Skip Auto Continue Bool True / False False Visible only if Auto Forward > 0. Allows player input to skip the wait timer.
Additional Tags FGameplayTagContainer Tags Empty Extra metadata tags to pass to the UI or game logic.
Additional Objects Map<FName, Object> Map Empty Map of named Object references for custom logic.
Additional Classes Map<FName, Class> Map Empty Map of named Class references for custom logic.

Notes

- The "Options" pin acts as a multi-output. You can drag from it multiple times to create different Option Nodes.

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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