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API > API/Plugins > API/Plugins/CommonConversationRuntime
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UConversationNode
- UConversationNodeWithLinks
- UConversationEntryPointNode
- UConversationTaskNode
- UConversationLinkNode
- UConversationSubNode
- UConversationChoiceNode
- UConversationRequirementNode
- UConversationSideEffectNode
References
| Module | CommonConversationRuntime |
| Header | /Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationNode.h |
| Include | #include "ConversationNode.h" |
Syntax
UCLASS&40;Abstract, Const&41;
class UConversationNode : public UObject
Remarks
Represents a single runtime node in the conversation database.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bShowPropertyDetails | Show detailed information about properties | |
| uint32: 1 | bShowPropertyEditors | Show detailed information about properties | |
| FGuid | Compiled_NodeGUID | The node's unique ID. This value is set during compilation. | |
| TObjectPtr< UObject > | EvalWorldContextObj | ||
| FString | NodeName | Node name |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UConversationNode
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | DescribeRuntimeValues
(
const UCommonDialogueConversation& OwnerComp, |
Gathers description of all runtime parameters | |
| FLinearColor | GetDebugParticipantColor
(
FGameplayTag ParticipantID |
||
| FText | |||
| FGuid | GetNodeGuid () |
The node's unique ID. | |
| FName | Get the name of the icon used to display this node in the editor | ||
| UConversationNode * | |||
| FText | GetRuntimeDescription
(
const UCommonDialogueConversation& OwnerComp, |
||
| FText | |||
| UWorld * | GetWorld () |
||
| void | InitializeFromAsset
(
UConversationDatabase& Asset |
Initialize any asset related data | |
| void | InitializeNode
(
UConversationNode* InParentNode |
Fill in data about tree structure | |
| void | Called after creating new node in behavior tree editor, use for versioning | ||
| bool | ShouldHideProperty
(
FProperty* InTestProperty |
||
| bool | |||
| bool |