unreal.ConversationParticipantComponent

class unreal.ConversationParticipantComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Active conversation participants should have this component on them. It keeps track of what conversations they are participating in (typically no more than one)

C++ Source:

  • Plugin: CommonConversation

  • Module: CommonConversationRuntime

  • File: ConversationParticipantComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

get_participant_display_name()Text

Get Participant Display Name

Returns

Return type

Text

request_server_advance_conversation(choice_picked)None

Request Server Advance Conversation

Parameters

choice_picked (AdvanceConversationRequest) –