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2.1.3.2 Node: Option

BDC_Patrick edited this page Dec 9, 2025 · 12 revisions

Option Node

Image Info
Option Node Represents a choice available to the player.
Description
The Option Node defines a single decision point for the player. It must be connected to the 'Opt' pin of a Message Node. It contains the text displayed on the choice button, optional icons, and sound effects. When selected by the player, execution continues through its 'Out' pin.
Shortcut
Shortcut Hold O + Left Mouse Button

In- and Outputs

Name Pin Description
In In Pin Receives flow from a Message Node. Must connect to a Message 'Opt' pin.
Out Out Pin Output flow triggered when this option is selected.

Details

Node Details
Name Type Value Default Info
Speaker Name FText String "" Name of the speaker (optional override for the option).
Option Message FText String "" The text displayed on the selection button.
Speaking Participant FGameplayTag Tag None Gameplay tag identifying the actor saying this option.
Use As Message Upon Selection Bool True / False False If true, this text is shown as a spoken message bubble after being selected.
Avatar Image Texture2D Asset None Texture to represent the speaker during this option.
Option Icon Texture2D Asset None Icon displayed alongside the option text.
Option Sound SoundWave Asset None Sound played when this option is highlighted or selected.
Play Sound As Enum One time on Start
Each Character
Each Word
One time on Start How the sound effect should be played.
Additional Tags FGameplayTagContainer Tags Empty Metadata tags for this option.
Additional Objects Map Map Empty Named Object references passed with this option.
Additional Classes Map Map Empty Named Class references passed with this option.

Notes

- Option Nodes cannot exist independently in the flow; they must be children of a Message Node.

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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