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5.2 Backend Manager Component
The BDC_DialogBackend_ManagerComponent provides two high-level Event Dispatchers (Delegates).
Unlike the Actor Component, which fires only for specific participants, these events fire whenever any dialog begins or ends in the game world.
This makes them ideal for handling global game states.
| Event | Description |
| OnDialogStarted | Fires immediately when the Dialog Subsystem begins a new dialog sequence. |
| OnDialogFinished | Fires when the active dialog sequence ends (naturally or cancelled). |
These events are primarily used on your Player Controller or HUD classes to manage how the player interacts with the game while reading text.
This is the most common use case. When a dialog starts, you usually want to stop the player from walking away or shooting.
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On Started:
- Call
SetInputModeUIOnly(focusing the Dialog Widget). - Disable movement inputs on the Player Character.
- Show the Mouse Cursor.
- Call
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On Finished:
- Call
SetInputModeGameOnly. - Re-enable movement inputs.
- Hide the Mouse Cursor.
- Call
To keep the screen clean for reading, you might want to hide combat-related UI elements.
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On Started:
- Hide the "Health Bar", "Minimap", "Quest Tracker", and "Crosshair" widgets.
- Play a subtle "UI Slide Out" animation.
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On Finished:
- Show the HUD elements again.
- Play a "UI Slide In" animation.
Enhance the atmosphere by focusing audio on the conversation.
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On Started:
- Push a "Dialog" Sound Mix that lowers the volume of "Ambient" and "Music" classes (Ducking).
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On Finished:
- Pop the Sound Mix to restore normal audio levels.
If you have a dynamic camera system, the Manager Component is the place to trigger global camera modes.
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On Started:
- Enable "Depth of Field" (Blur background).
- Switch Camera logic to "Dialog Mode" (framing speakers).
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On Finished:
- Reset Camera to "Gameplay Mode".
- Disable Depth of Field.
I. What is the Dialog Backend?
II. Setting up
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