Default Events
Narrative contains a bunch of existing events for you to use to create your game. These events are commonly used ones in most games and integrations with other plugins.
Add Currency
Adds a specific amount of currency to the Narrative player or the entire party.
Properties
Name | Type | Description |
---|---|---|
CurrentAmount | Int | The amount of currency to add to the Narrative player or party. |
Add Gameplay Tag to Player
Adds one or more gameplay tags to the Narrative player or party for use in the game.
Properties
Name | Type | Description |
---|---|---|
TagsToAdd | FGameplayTag | The gameplay tags to add to the Narrative player or party. |
Add Item To Inventory
Adds the specified item and its quantity to the player's or party's inventory.
Properties
Name | Type | Description |
---|---|---|
ItemClass | FNarrativeItem | The class of the item to add to the inventory. |
Quantity | Int | The number of items to add to the inventory. |
Begin Dialogue
This event allows you to start dialogue directly from a node...
Properties
Name | Type | Description |
---|---|---|
Dialogue | TSubclassOf<UDialogue> | The dialogue class that you want to play. |
StartFromID | FName | The ID the dialogue should start playing from, if empty will play from root node. |
Begin Quest
This event allows you to start a quest directly from a node...
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | This is the quest in which the task needs to be checked to complete the task. |
StartFromID | FName | The ID the quest should start playing from, if empty will play from root node. |
Complete Narrative Data Task
It is common that you may want to complete a task within Narrative...
Properties
Name | Type | Description |
---|---|---|
Task | UDataTask | This is the data task in which the task will be completed. |
Argument | FName | The value that is assigned against the data task to be completed. |
Consume Item
Consumes a specified item from the inventory...
Properties
Name | Type | Description |
---|---|---|
Item Class | FNarrativeItem | The class of the item to consume. |
Quantity | Int | The number of items to consume. |
Check Visibility | Bool | Consume only if the item is visible in the inventory (not hidden). |
Forget Quest
Often you may need to remove progress from a quest...
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | This is the quest that needs to be restarted. |
Give Item to NPC
Gives a specified item and quantity to an NPC...
Properties
Name | Type | Description |
---|---|---|
Item Class | FNarrativeItem | The class of the item to give. |
Quantity | Int | The number of items to give. |
Check Visibility | Bool | Give only if the item is visible in the inventory. |
NPC | UNPCDefinition | The NPC data asset to which the item will be given. |
Give XP
Awards a specific amount of XP to the Narrative player...
Properties
Name | Type | Description |
---|---|---|
XPtoGive | Float | The amount of |
NPC Behavior - Attack Player
Commands selected NPCs to attack the player...
Properties
Name | Type | Description |
---|---|---|
Behaviour Tree | Behaviour Tree | The behaviour tree to run for the NPCs. |
NPCsToEffect | TArray<UNPCDefinition/> | List of NPC data assets that will attack. |
NPC Behavior - Go to sequence start
Instructs selected NPCs to move to the starting point...
Properties
Name | Type | Description |
---|---|---|
Behaviour Tree | Behaviour Tree | The behaviour tree to run for the NPCs. |
NPCsToEffect | TArray<UNPCDefinition/> | List of NPC data assets to move. |
Delay | Float | Time to wait before NPCs arrive at the sequence start. |
NPC Behavior - Return to settlement
Commands selected NPCs to return to their designated settlement...
Properties
Name | Type | Description |
---|---|---|
Behaviour Tree | Behaviour Tree | The behaviour tree to execute for the NPCs. |
NPCsToEffect | TArray<UNPCDefinition/> | List of NPCs that will return to the settlement. |
Destination | Vector | The location of the settlement for the NPCs. |
NPC Behavior - Send to destination
Commands selected NPCs to walk to a specified destination...
Properties
Name | Type | Description |
---|---|---|
Behaviour Tree | Behaviour Tree | The behaviour tree to run for the NPCs. |
NPCsToEffect | TArray<UNPCDefinition/> | List of NPCs that will move to the destination. |
Destination | Vector | The target location where NPCs will be sent. |
Delay | Float | How long the event waits before NPCs start moving. |
NPC Behavior - Start following Player
Instructs the selected NPCs to start following the player...
Properties
Name | Type | Description |
---|---|---|
Behaviour Tree | Behaviour Tree | The behaviour tree to execute for the NPCs. |
NPCsToEffect | TArray<UNPCDefinition/> | List of NPCs that will follow the player. |
Play Narrative Sequence
Triggers a specific level sequence to play...
Properties
Name | Type | Description |
---|---|---|
SequencePlayerSettings | SequencePlayerSettings | Settings that the sequencer will use for the sequence. |
NPCsToBind | TArray<UNPCDefinition/> | NPCs that will participate in the sequence. |
Print String
Displays a specific string on the screen or log...
Properties
Name | Type | Description |
---|---|---|
In string | String | The string to print for debugging. |
Duration | Float | Duration for which the string is visible. |
Print to screen | Bool | Whether to print the string on screen. |
Print to log | Bool | Whether to print the string in the log. |
Text color | FColor | The color of the text to display. |
Remove Gameplay Tags
Removes specified gameplay tags...
Properties
Name | Type | Description |
---|---|---|
TagsToRemove | FGameplayTag | The gameplay tags to remove from the player or party. |
Restart Quest
This event allows you to restart a quest...
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | This is the quest that needs to be restarted. |
StartFromID | FName | The ID the quest should start playing from, if empty will play from root node. |
Set Faction Attitude
Changes the relationship attitude between two factions...
Properties
Name | Type | Description |
---|---|---|
SourceFaction | ENarrativeFactionID | The faction whose attitude is being changed. |
TargetFaction | ENarrativeFactionID | The faction towards whom the attitude is set. |
NewAttitude | ENarrativeFactionID | The new attitude to set for the source faction. |
Set NPC Behaviour
Applies a specific behaviour tree to selected NPCs...
Properties
Name | Type | Description |
---|---|---|
Behaviour Tree | Behaviour Tree | The behaviour tree to assign to the NPCs. |
NPCsToEffect | TArray<UNPCDefinition/> | List of NPCs that will receive this behavior. |