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2.1.3.2 Node: Option

BDC_Patrick edited this page Nov 6, 2025 · 12 revisions
Option Node

As Short as possible

An option node can be chosen by the Player after a message.


Description

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.

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.


Pins

Name Optic Type Description
In Input Pin Exec Multiple incoming execution to link this Node. Only accepts Incomings from message nodes.
Out Output Pin Exec Single outgoing execution to link this Node to any other Node.

Details

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.
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.
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
O + MouseKeysL

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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