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The conversation option entry is what we send to the client, one entry per choice.
| Name | FClientConversationOptionEntry |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationTypes.h |
| Include Path | #include "ConversationTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FClientConversationOptionEntry
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChoiceReference | FConversationChoiceReference | ConversationTypes.h |
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| ChoiceTags | FGameplayTagContainer | ConversationTypes.h |
|
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| ChoiceText | FText | ConversationTypes.h |
|
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| ChoiceType | EConversationChoiceType | ConversationTypes.h |
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| ExtraData | TArray< FConversationNodeParameterPair > | Occasionally a choice might need to send down metadata that's entirely extra. | ConversationTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ConversationTypes.h | |||
bool IsChoiceAvailable() |
ConversationTypes.h | ||
void SetChoiceAvailable
(
bool bIsAvailable |
ConversationTypes.h | ||
FAdvanceConversationRequest ToAdvanceConversationRequest
(
const TArray< FConversationNodeParameterPair >& InUserParameters |
ConversationTypes.h | ||
const FConversationChoiceReference & ToChoiceReference() |
ConversationTypes.h | ||
const TConversationNodeClass * TryToResolveChoiceNode
(
const FConversationContext& Context |
Tries to resolve the node, this may fail, the guid might be bogus, or the node might not be in memory. | ConversationTypes.h | |
const TConversationNodeClass * TryToResolveChoiceNode_Slow
(
UWorld* InWorld, |
ConversationTypes.h |