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2.1.3.5 Node: Beacon

BDC_Patrick edited this page Nov 11, 2025 · 10 revisions
Beacon Node

As Short as possible

Fires an Event on the Subsystem only - and changes global


Description

The Beacon, unlike the Event, calls the Dispatcher OnReceivedBeacon of the Subsystem.
On top of that, a beacon can also change or convert global values during dialogues.


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
Beacon Name Name A Name defining the Beacon. This gets returned by the OnReceivedBeacon Dispatcher of the Subsystem.
Beacon Data String Additional set of Data, have to be separated by semicolon(;). You can find a MetaData List in 7.1
Add Change List Add Global Values and set up a change operation to set/add/remove/calculate a new Value (As value), or override it by an existing one (As Name).
Add Conversion List Add Global values to be converted from TypeA + NameA to TypeB + NameB.
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
S + 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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