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2.1.3.1 Node: Message
BDC_Patrick edited this page Dec 4, 2025
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| 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 |
| Name | Pin | Description |
| In |  | Entry point for execution. |
| Out |  | Standard output flow to the next node. |
| Options |  | Special output for connecting to Option Nodes only. |
| 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. |
- The "Options" pin acts as a multi-output. You can drag from it multiple times to create different Option Nodes.
I. What is the Dialog Backend?
II. Setting up
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