Speakers
Speakers are the people who are part of your dialogue.
They don't have to speak and can just be visible, or they can have fully interactive dialogue.

Speaker Properties
| Name | Type | Description |
|---|---|---|
| NPCDataAsset | UNPCDefinition | The speakers NPC data asset - if this is set to something, we'll use the NPC subsystem to grab this speaker. |
| DefaultSpeakerShot | UNarrativeDialogueSequence | Sequence to use whenever this speaker is talking (will be overridden by shot set on line). |
| SpeakerAvatarClass | TSubclassOf<AActor> | Set this to a valid actor class if you want narrative to automatically spawn your speaker avatar in, and destroy it when the dialogue ends. |
| SpeakerAvatarTransform | FTransform | The transform for the SpeakerActor that gets spawned in, if one is set. (world location) |
| NodeColor | FLinearColor | Custom node colour for this NPC in the graph. |
| SpeakerID | FName | The name of this speaker. This is driven by the NPC Data Assets ID. |