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5.2 Backend Manager Component

BDC_Patrick edited this page Dec 9, 2025 · 9 revisions

Manager Component Events

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).

OnDialogStarted & OnDialogFinished

These events are primarily used on your Player Controller or HUD classes to manage how the player interacts with the game while reading text.

Use Cases

1. Input Management

This is the most common use case. When a dialog starts, you usually want to stop the player from walking away or shooting.

  • On Started:
    • Call SetInputModeUIOnly (focusing the Dialog Widget).
    • Disable movement inputs on the Player Character.
    • Show the Mouse Cursor.
  • On Finished:
    • Call SetInputModeGameOnly.
    • Re-enable movement inputs.
    • Hide the Mouse Cursor.

2. HUD & UI Cleanup

To keep the screen clean for reading, you might want to hide combat-related UI elements.

  • On Started:
    • Hide the "Health Bar", "Minimap", "Quest Tracker", and "Crosshair" widgets.
    • Play a subtle "UI Slide Out" animation.
  • On Finished:
    • Show the HUD elements again.
    • Play a "UI Slide In" animation.

3. Global Audio States

Enhance the atmosphere by focusing audio on the conversation.

  • On Started:
    • Push a "Dialog" Sound Mix that lowers the volume of "Ambient" and "Music" classes (Ducking).
  • On Finished:
    • Pop the Sound Mix to restore normal audio levels.

4. Camera Behavior

If you have a dynamic camera system, the Manager Component is the place to trigger global camera modes.

  • On Started:
    • Enable "Depth of Field" (Blur background).
    • Switch Camera logic to "Dialog Mode" (framing speakers).
  • On Finished:
    • Reset Camera to "Gameplay Mode".
    • Disable Depth of Field.

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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