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5.1 Backend Actor Component
BDC_Patrick edited this page Nov 8, 2025
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The Dialog Participant Component belongs to the Actors you want to participate in Dialogs of your level.
The Dialog Subsystem calls Dispatchers on those Components, whenever they participate in the current running Dialog. If not, nothing happens on them.

| Name | Called by | Info |
|---|---|---|
| OnDialogStarted | Subsystem | This Dispatcher gets called whenever a Front or Back Dialog is started by the Subsystem. The default usecase is to setup an Actor's SceneCapture2D or Posing for dialogs. |
| OnDialogFinished | Subsystem | This Dispatcher gets called whenever a Front or Back Dialog ends via the Subsystem. The default usecase is to reset the SceneCapture and posing after dialogs. |
| OnReceivedEvent | Subsystem | This Dispatcher is called by each Event-Node of the running Dialog. It returns a Tag to identify the Event, an Array of Global values (defined in the Node) and a MassTag Container for multiple tags of the Event. This Dispatcher can be used to Switch on the EventTag and process different Events of the Dialog, like Animations, Camera travels and such. |

| Name | Type | Info |
|---|---|---|
| Dialog_ParticipantID | Name |
A Name to identify the Participant in Message Commands or Subsystem Functions. |
| Dialog_ParticipantIDTag | GameplayTag |
A single tag defining this participant. This should be a unique Tag per NPC, since the System uses this to gather the Component for Dialogs. |
| Dialog_ParticipantTags |
GameplayTagContainer
|
Multiple free definable tags to define the participant even more. maybe for filtering in Messages, maybe for driving Events on specific participant types only. You decide. |
I. What is the Dialog Backend?
II. Setting up
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