unreal.ClientConversationOptionEntry
¶
- class unreal.ClientConversationOptionEntry(choice_text='', choice_tags=[[]], choice_type=ConversationChoiceType.SERVER_ONLY, choice_reference=[[], []], extra_data=[])¶
Bases:
unreal.StructBase
The conversation option entry is what we send to the client, one entry per choice.
C++ Source:
Plugin: CommonConversation
Module: CommonConversationRuntime
File: ConversationTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
choice_reference
(ConversationChoiceReference): [Read-Write] Choice Referencechoice_tags
(GameplayTagContainer): [Read-Write] Choice Tagschoice_text
(Text): [Read-Write] Choice Textchoice_type
(ConversationChoiceType): [Read-Write] Choice Typeextra_data
(Array(ConversationNodeParameterPair)): [Read-Write] Occasionally a choice might need to send down metadata that’s entirely extra. It’s just bonus information for the client to do things like show more information in the UI. This information is not used on the return to the server to make the choice.
- property choice_reference¶
[Read-Write] Choice Reference
- Type
- property choice_tags¶
[Read-Write] Choice Tags
- Type
- property choice_type¶
[Read-Write] Choice Type
- Type
- property extra_data¶
[Read-Write] Occasionally a choice might need to send down metadata that’s entirely extra. It’s just bonus information for the client to do things like show more information in the UI. This information is not used on the return to the server to make the choice.
- Type