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2.1.3.4 Node: Event
BDC_Patrick edited this page Sep 19, 2025
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10 revisions
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Fires an Event Dispatcher of the diverse Actor Components. |
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.
| Name | Optic | Type | Description |
|---|---|---|---|
| In | ![]() |
Exec |
Multiple incoming execution to link this Node. |
| Out | ![]() |
Exec |
Single outgoing execution to link this Node to any other Node. |
| 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. |
| Hotkey |
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F +
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I. What is the Dialog Backend?
II. Setting up
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