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2.1.3.2 Node: Option
BDCPatrick edited this page Sep 10, 2025
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12 revisions
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An option node can be chosen by the Player after a message. |
An option can only be linked to the "Options" output of a message node and then goes on to any other node. As the message node, the options do have a single-lined speaker name, multi-lined message and avatar.
| Name | Optic | Type | Description |
|---|---|---|---|
| In | ![]() |
Exec |
Multiple incoming execution to link this Node. Only accepts Incomings from message nodes. |
| Out | ![]() |
Exec |
Single outgoing execution to link this Node to any other Node. |
| 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. |
| Option Icon | Texture2D |
Opt.: A texture serving as icon for the option itself. Like Stat-Icons for D&D like choices. |
| 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. |
| 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 |
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O +
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I. What is the Dialog Backend?
II. Setting up
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