Click here to return to table of contents.
Dialogue Tree: FSpeechDetails
Struct used to pass information about an individual dialogue speech.
Contents
1. Data Attributes
The following are the data attributes associated with the struct.
Speech Title (BlueprintReadOnly)
- Type: FName
- Access: Public
- Description: The base title of the speech.
Speech Text (BlueprintReadOnly)
- Type: FText
- Access: Public
- Description: The text of the speech.
Speaker Name (BlueprintReadOnly)
- Type: FName
- Access: Public
- Description: The name of the speaker.
Speech Audio (BlueprintReadOnly)
- Type: USoundBase*
- Access: Public
- Description: The audio associated with the speech.
Gameplay Tags (BlueprintReadOnly)
- Type: FGameplayTagContainer
- Access: Public
- Description: Any gameplay tags associated with the speech. These can be used to trigger animations, etc.
- Note: GameplayTagContainers and their GameplayTags might not be familiar to all users, but they are very quick to learn, very flexible and useful in a broad range of situations.
bIgnoreContent (BlueprintReadOnly)
- Type: bool
- Access: Public
- Description: Whether the speech content should be ignored when entering the node. Defaults to false.
bCanSkip (BlueprintReadOnly)
- Type: bool
- Access: Public
- Description: Whether the player is allowed to skip the speech. Defaults to true.
bIsLocked (BlueprintReadOnly)
- Type: bool
- Access: Public
- Description: Used only on speech options. Whether the option is locked or free to be selected.
OptionMessage (BlueprintReadOnly)
- Type: FText
- Access: Public
- Description: Used only on speech options. Optional message to attach to the speech when used as an option.