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4.1 Starting a Dialog

BDC_Patrick edited this page Dec 4, 2025 · 17 revisions

To start a Dialog, add the Start Dialog Node.

This Node has some Input-Arguments you need to fill.

Image for Start Dialog

Arguments

Argument Type Use
Target Subsystem The `StartDialog` Node is part of the BDC_DialogBackend_Subsystem and needs the Subsystem as target to work.
SourceDialogAsset DialogTreeDataTable The DialogDataAsset you want to use for this Dialog
DialogID Name The Node ID is a Dropdown of all your NodeIDs in the selected Asset.
The Dropdown also shows the Dev Comment you set on a Node, to easily identify your start nodes.
OfType Enum Define the type of Dialog, you want to Start.
Front = Normal Dialog with Interactions.
Back = Subtitle Dialog.
Bubble = NPC chatting Dialog for the participants.
ParticipantTags GameplayTag
Container
Select a single or Range of Tags of Participants, you want to add to this Dialog. The System will gather all matching participant Components by itself, based on these Tags.

Starting a Dialog will call the Dispatchers for OnDialogStarted on all Participant Components used in this Dialog, the Manager Component, and OnDialogStartedGlobal of the Subsystem itself.
It also triggers the OnDialogStarted Interface Event for the used Widget.

While starting a Front or Back Dialog, the System will spawn the corresponding Dialog Widget from the Class you setup in the project Settings. This Widget then is added to the GameClientViewport, which makes the Dialog persistent, even while switching levels.

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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