5. Next Steps: Sound Cues and Dialogue

A jumping off point to build a more complex dialogue manager system

Prerequisite Topics

This page assumes you have prior knowledge of the following topics. Please read them before proceeding.

For a more complex conversation, you will likely want to use Sound Cues and Audio Components. Audio Components enable you to bind some functionality to when audio is finished playing, using the On Audio Finished delegate.

One thing to consider, however, is that you cannot dynamically change the Dialogue Context when using Sound Cues, so your Blueprints or C++ logic will look different than the above example.

To play Dialogue Waves using Sound Cues, there is a Dialogue Player node in the Sound Cue Editor.


Select the Dialogue Player node and look at the Details panel. Here is where you can set the Dialogue Wave to use, as well as the Speaker and Directed At entries for the Context.


Here is some example Blueprint logic that shows how you could bind events to play the next piece of dialogue after the previous audio finishes playing.


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