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6.4 The Libraries
BDC_Patrick edited this page Dec 9, 2025
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| Image | Info |
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Static Helper Functions for Blueprint interactions. |
| Description | |
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The BDC_Dialog_Library exposes the functionality of the Dialog Subsystem to Blueprints as static nodes. It provides functions to control dialog flow, manage UI rich text, manipulate global variables, and handle save data. |
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| Function | Parameters | Description |
| EnsureBDCDecorators |
Target (RichTextBlock) bReparseCurrentText bShowDebug
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Attempts to retrieve and assign necessary Rich Text Decorator classes to the target RichTextBlock. Useful for dynamically created widgets. |
| Function | Parameters | Description |
| StartDialog |
SourceDialogAsset DialogID OfType ParticipantTags
|
Triggers the subsystem to start a specific dialog sequence. Supports Window, Bubble, and Background modes. |
| GetAvailableOptions |
bHasAnyOptions (Out) AvailableOptions (Out)
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Retrieves the current list of options if the dialog is waiting for player input. |
| SelectOption |
SelectedIndex bValidRowFound (Out)
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Selects an option by index, advancing the dialog flow. |
| InjectContinue | - | Signals the subsystem to proceed to the next node (simulates a "Next" click). |
| GetAdditionals |
bHasAdditionals (Out) Objects (Out) Classes (Out) Tags (Out)
|
Retrieves extra data attached to the current dialog node. |
| Function | Parameters | Description |
| GetAllParticipatingComponents |
FilteredByTags FilteredByNames ComponentsByName (Out)
|
Retrieves active BDC_DialogBackend_ActorComponents from the subsystem based on filters. |
| ForceAllBubbleClosure | - | Closes every active dialog bubble in the world. |
| ForceBubbleClosureByParticipant |
TargetParticipant |
Closes bubbles belonging to a specific participant ID. |
| SetPauseDialogBubbleContaining |
TargetParticipants bIsPaused
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Pauses or Resumes bubbles for a specific group of participants. |
Functions to send (set) or receive (get) global variables. All Send functions support bCreateIfNotExist.
| Type | Send (Setter) | Receive (Getter) |
| Int | SendValueInt |
ReceiveValueInt |
| Int64 | SendValueInt64 |
ReceiveValueInt64 |
| Float | SendValueFloat |
ReceiveValueFloat |
| String | SendValueString |
ReceiveValueString |
| Name | SendValueName |
ReceiveValueName |
| Vector | SendValueVector |
ReceiveValueVector |
| Vector2D | SendValueVector2D |
ReceiveValueVector2D |
| Point (IntPoint) | SendValuePoint |
ReceiveValuePoint |
| Bool | SendValueBool |
ReceiveValueBool |
| GameplayTags | SendValueGameplayTags |
ReceiveValueGameplayTags |
| Actor Reference | SendValueReference |
ReceiveValueReference |
| Converter |
ConvertGlobalValue (Converts Type A to Type B) |
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| Image | Info |
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Helper Functions for Editor Utilities and Automation. |
| Description | |
|
The Dialog_EditorUtilityLibrary contains tools to speed up asset creation within the Unreal Editor. Currently, it focuses on generating Emoji tables from folder paths. |
|
| Function | Parameters | Description |
| CreateEmojiTableOfPath |
TargetDataTable PathToEmojiTextures ImageSizes bOverrideExisting bSaveDataTableAfterFinished
|
Synchronous function. Scans a folder path for Texture2D assets and automatically fills the target DataTable with FEmojiRow entries. |
| CreateEmojiTableOfPathAsync | (Same parameters as above) | Asynchronous version (Async Action). Prevents editor freezing when processing large libraries of images. Provides OnProcessing (progress) and OnFinished delegates. |
I. What is the Dialog Backend?
II. Setting up
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Target (RichTextBlock)
bReparseCurrentText
DialogID
OfType
ParticipantTags
AvailableOptions (Out)
SelectedIndex
Objects (Out)
FilteredByNames
TargetParticipant
PathToEmojiTextures
ImageSizes