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2.1.3.4 Node: Event
BDC_Patrick edited this page Dec 4, 2025
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| Image | Info |
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Triggers gameplay events with associated tags and values. |
| Description | |
| The Event Node is used to signal the game logic that something significant has happened in the dialog. It broadcasts an event via the Dialog Subsystem (`OnReceivedEventGlobal`) and to all participating components. You can attach a primary GameplayTag, a list of additional tags, and a set of Global Values (by name and type) to be passed along with the event. | |
| Shortcut | |
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Hold F + Left Mouse Button |
| Name | Pin | Description |
| In | ![]() |
Entry point for execution. |
| Out | ![]() |
Continues the dialog flow immediately after triggering the event. |
| Name | Type | Value | Default | Info |
| Event Message Tag | ![]() |
Tag | None | The primary identifier tag for the event. |
| Event Tag List | ![]() |
Tags | Empty | Additional gameplay tags to be sent with the event. |
| Event Message Values | ![]() |
List | Empty | A list of global values (defined by Type and Name) to retrieve and send with the event. |
| Additional Tags | ![]() |
Tags | Empty | Extra metadata tags for general usage. |
| Additional Objects | ![]() |
Map | Empty | Named Object references passed with this event. |
| Additional Classes | ![]() |
Map | Empty | Named Class references passed with this event. |
- The node has buttons on its body to toggle the visual display between the list of Tags and the list of Values.
I. What is the Dialog Backend?
II. Setting up
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