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API > API/Plugins > API/Plugins/CommonConversationRuntime
References
| Module | CommonConversationRuntime |
| Header | /Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationContext.h |
| Include | #include "ConversationContext.h" |
Syntax
enum EConversationTaskResultType
&123;
Invalid,
AbortConversation,
AdvanceConversation,
AdvanceConversationWithChoice,
PauseConversationAndSendClientChoices,
ReturnToLastClientChoice,
ReturnToCurrentClientChoice,
ReturnToConversationStart,
&125;
Values
| Name | Description |
|---|---|
| Invalid | |
| AbortConversation | Aborts the conversation. |
| AdvanceConversation | Advances the conversation to the next task, or a random one if there are multiple. |
| AdvanceConversationWithChoice | Advances the conversation to a choice, this choice does not have to be one that would normally come next. |
| PauseConversationAndSendClientChoices | Stops the conversation flow and notifies the client that there are choices, with a payload of anything the NPC needs to say along with whatever choices the user has. |
| ReturnToLastClientChoice | Dynamically allows jumping 'back' one step in the conversation. |
| ReturnToCurrentClientChoice | Does not advance the conversation, just refreshes the current choices again. |
| ReturnToConversationStart | Allows jumping back to the beginning of the entire conversation tree, so that you can effectively, return to the 'main menu'. |
Remarks
The conversation task result type gives the conversation system the instruction it needs after running a task. Should we continue to the next task? or stop and give the player the choice of moving forward?