Skip to content

2.1.3.4 Node: Event

BDC_Patrick edited this page Sep 19, 2025 · 10 revisions
Event Node

As Short as possible

Fires an Event Dispatcher of the diverse Actor Components.


Description

The Event node calls the Event Dispatcher OnReceivedDialogEvent of the BDC_DialogBackend_ActorComponent, BDC_DialogBackend_ManagerComponent and the BDC_DialogBackend_Subsystem.
You can separate Events by the adjustable GameplayTag, the node options and the returned global values.


Pins

Name Optic Type Description
In Input Pin Exec Multiple incoming execution to link this Node.
Out Output Pin Exec Single outgoing execution to link this Node to any other Node.

Details

Node Details
Setting Type Description
Message Tag GameplayTag A single Tag to identify the Event. the called OnReceivedDialogEvent Dispatcher of the Subsystem and Components, returns this Value, so you can check against it.
Tag List GameplayTagContainer Define multiple Tags that will be returned as Container by the OnReceivedDialogEvent Dispatcher.
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
F + 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

Clone this wiki locally