CommonConversationRuntime

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Classes

Name

Description

Public struct UStruct BlueprintType

FAdvanceConversationRequest

Public struct UStruct BlueprintType

FClientConversationMessage

Public struct UStruct BlueprintType

FClientConversationMessagePayload

Public struct UStruct BlueprintType

FClientConversationOptionEntry

The conversation option entry is what we send to the client, one entry per choice.

Public class

FCommonConversationRuntimeModule

Public struct UStruct

FCommonDialogueBankParticipant

This struct represents a logical participant in a conversation.

Public struct UStruct

FConversationBranchPoint

You can think of the FConversationBranchPoint as the owner of FClientConversationOptionEntry.

Public struct

FConversationBranchPointBuilder

Public struct UStruct

FConversationChoiceData

Public struct UStruct

FConversationChoiceDataHandle

Template<> struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 enum { WithNetSerializer = true // For now this is REQUIRED for FConversationChoiceDataHandle net serialization to work };

Public struct UStruct BlueprintType

FConversationChoiceReference

The conversation choice reference is the closest thing there is to a link at runtime for a choice.

Public struct UStruct BlueprintType

FConversationContext

Information about a currently active conversation.

Public struct UStruct

FConversationEntryList

There may be multiple databases with the same entrypoint tag, this struct holds all of those nodes with the same matching tag name, so that the entry point is effectively randomized when there are multiple copies.

Public class

FConversationMemory

Used to store arbitrary structs of data in different contexts for a conversation.

Public struct UStruct BlueprintType

FConversationNodeHandle

Public struct UStruct BlueprintType

FConversationNodeParameterPair

Public struct UStruct BlueprintType

FConversationParticipantEntry

Public struct UStruct BlueprintType

FConversationParticipants

Public struct

FConversationsHandle

These handles are issued when someone requests a conversation entry point be streamed in.

Public struct UStruct BlueprintType

FConversationTaskResult

The FConversationTaskResult encompasses the type of result along with any extra data we need for that kind of result, for example if we're giving the player a message and giving them a choice, what what message do we need to send.

Public struct UStruct

FNetSerializeScriptStructCache_ConvVersion

Container for safely replicating script struct references (constrained to a specified parent struct)

Public class

FOnAllParticipantsNotifiedOfStartEvent

Public class

FOnConversationStatusChanged

Public class UClass Blueprintable

UConversationChoiceNode

A choice on a task indicates that an option be presented to the user when the owning task is one of the available options of a preceding task.

Public class UClass

UConversationContextHelpers

Wrapper methods from FConversationContext.

Public class UClass

UConversationDatabase

This is a database of conversation graphs and participants It is an asset and never instanced.

Public class UClass Meta

UConversationEntryPointNode

Public class UClass

UConversationInstance

An active conversation between one or more participants

Public class UClass

UConversationLibrary

Public class UClass

UConversationLinkNode

Public class UClass Abstract const

UConversationNode

Represents a single runtime node in the conversation database.

Public class UClass Abstract

UConversationNodeWithLinks

Public class UClass BlueprintType

UConversationParticipantComponent

Active conversation participants should have this component on them.

Public class UClass

UConversationRegistry

A registry that can answer questions about all available dialogue assets

Public class UClass Abstract Blueprintable

UConversationRequirementNode

A requirement is placed on a parent node to control whether or not it can be activated (when a link to the parent node is being evaluated, the requirement will be asked if it is satisfied or not)

Public class UClass Meta Config defaultconfig

UConversationSettings

Conversation settings.

Public class UClass Abstract Blueprintable

UConversationSideEffectNode

Side effects are actions that are performed just after a task is executed (this allows state-altering or cosmetic actions to be mixed in to other nodes)

Public class UClass Abstract

UConversationSubNode

: CONVERSATION: Comment me

Public class UClass Abstract Blueprintable

UConversationTaskNode

Task are leaf nodes of behavior tree, which perform actual actions

Typedefs

Enums

Name

Description

Public enum UEnum

EConversationChoiceType

Public enum

EConversationNodeDescriptionVerbosity

Public enum UEnum BlueprintType

EConversationRequirementResult

The requirement result.

Public enum UEnum BlueprintType

EConversationTaskResultType

The conversation task result type gives the conversation system the instruction it needs after running a task.

Functions