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4.1 Starting a Dialog
To start a Dialog, you need to first get the Dialog Subsystem by calling Get BDC Dialog Backend Subsystem. You also simply type Get Dialog Sub in the context browser of your Blueprint graph, to get the correct Getter for the Subsystem.

From the Subsystem, add the Start Dialog Node.
This Node has some Input-Arguments you need to fill.

| 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 of the Node, you want to Start the Dialog at. Each Node has a unique ID in the Tree, which you can copy directly at the bottom left of each Node, or at the Top of its Detail panel. Paste the ID here. |
| 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 |
GameplayTagContainer
|
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.
I. What is the Dialog Backend?
II. Setting up
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