Module |
|
Header |
/Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationContext.h |
Include |
#include "ConversationContext.h" |
enum EConversationTaskResultType
{
Invalid,
AbortConversation,
AdvanceConversation,
AdvanceConversationWithChoice,
PauseConversationAndSendClientChoices,
ReturnToLastClientChoice,
ReturnToCurrentClientChoice,
ReturnToConversationStart,
}
Name |
Description |
---|---|
Invalid |
|
AbortConversation |
Aborts the conversation. |
AdvanceConversation |
Advances the conversation to the next task, or a random one if there are multiple. |
AdvanceConversationWithChoice |
Advances the conversation to a choice, this choice does not have to be one that would normally come next. |
PauseConversationAndSendClientChoices |
Stops the conversation flow and notifies the client that there are choices, with a payload of anything the NPC needs to say along with whatever choices the user has. |
ReturnToLastClientChoice |
Dynamically allows jumping 'back' one step in the conversation. |
ReturnToCurrentClientChoice |
Does not advance the conversation, just refreshes the current choices again. |
ReturnToConversationStart |
Allows jumping back to the beginning of the entire conversation tree, so that you can effectively, return to the 'main menu'. |
The conversation task result type gives the conversation system the instruction it needs after running a task. Should we continue to the next task? or stop and give the player the choice of moving forward?