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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

NameTypeDescription
CurrentAmountIntThe 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

NameTypeDescription
TagsToAddFGameplayTagThe 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

NameTypeDescription
ItemClassFNarrativeItemThe class of the item to add to the inventory.
QuantityIntThe number of items to add to the inventory.

Begin Dialogue

This event allows you to start dialogue directly from a node. Whether this be during a quest or another dialogue (it will simply end the current dialogue and move to the new one.)

Simply provide the Dialogue and the ID of the node you wish to start from.

Properties

NameTypeDescription
DialogueTSubclassOf<UDialogue>The dialogue class that you want to play.
StartFromIDFNameThe 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. Whether this be during a quest to spawn another quest or during dialogue.

Simply provide the Quest and the ID of the node you wish to start from.

Properties

NameTypeDescription
QuestUQuestThis is the quest in which the task needs to be checked to complete the task.
StartFromIDFNameThe 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 that doesn't specifically match up with a task the player has to action. This could be as simple as finding an item location via dialogue but not having it, or completing a task to talk to X amount of NPCs.

Using Narrative's Data Tasks you can complete them simply by providing the task and the argument.

Properties

NameTypeDescription
TaskUDataTaskThis is the data task in which the task will be completed.
ArgumentFNameThe value that is assigned against the data task to be completed.

Consume Item

Consumes a specified item from the inventory, activating its effects if it's consumable.

Properties

NameTypeDescription
Item ClassFNarrativeItemThe class of the item to consume.
QuantityIntThe number of items to consume.
Check VisibilityBoolConsume only if the item is visible in the inventory (not hidden).

Forget Quest

Often you may need to remove progress from a quest. This may be if you return to the NPC and ask to repeat it or the user may have failed the quest.

Properties

NameTypeDescription
QuestUQuestThis is the quest that needs to be restarted.

Give Item to NPC

Gives a specified item and quantity to an NPC data asset, potentially as a quest requirement.

Properties

NameTypeDescription
Item ClassFNarrativeItemThe class of the item to give.
QuantityIntThe number of items to give.
Check VisibilityBoolGive only if the item is visible in the inventory.
NPCUNPCDefinitionThe NPC data asset to which the item will be given.

Give XP

Awards a specific amount of XP to the Narrative player to help them level up.

Properties

NameTypeDescription
XPtoGiveFloatThe amount of

NPC Behavior - Attack Player

Commands selected NPCs to attack the player, using the specified behaviour tree.

Properties

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to run for the NPCs.
NPCsToEffectTArray(UNPCDefinition)List of NPC data assets that will attack.

NPC Behavior - Go to sequence start

Instructs selected NPCs to move to the starting point of a specified level sequence.

Properties

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to run for the NPCs.
NPCsToEffectTArray(UNPCDefinition)List of NPC data assets to move.
DelayFloatTime to wait before NPCs arrive at the sequence start.

NPC Behavior - Return to settlement

Commands selected NPCs to return to their designated settlement location using the specified behaviour tree.

Properties

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to execute for the NPCs.
NPCsToEffectTArray(UNPCDefinition)List of NPCs that will return to the settlement.
DestinationVectorThe location of the settlement for the NPCs.

NPC Behavior - Send to destination

Commands selected NPCs to walk to a specified destination, with optional delay settings.

Properties

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to run for the NPCs.
NPCsToEffectTArray(UNPCDefinition)List of NPCs that will move to the destination.
DestinationVectorThe target location where NPCs will be sent.
DelayFloatHow long the event waits before NPCs start moving.

NPC Behavior - Start following Player

Instructs the selected NPCs to start following the player, acting as companions.

Properties

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to execute for the NPCs.
NPCsToEffectTArray(UNPCDefinition)List of NPCs that will follow the player.

Play Narrative Sequence

Triggers a specific level sequence to play, involving selected NPCs.

Properties

NameTypeDescription
SequencePlayerSettingsSequencePlayerSettingsSettings that the sequencer will use for the sequence.
NPCsToBindTArray(UNPCDefinition)NPCs that will participate in the sequence.

Displays a specific string on the screen or log for debugging purposes, useful for testing.

Properties

NameTypeDescription
In stringStringThe string to print for debugging.
DurationFloatDuration for which the string is visible.
Print to screenBoolWhether to print the string on screen.
Print to logBoolWhether to print the string in the log.
Text colorFColorThe color of the text to display.

Remove Gameplay Tags

Removes specified gameplay tags from the Narrative player or party.

Properties

NameTypeDescription
TagsToRemoveFGameplayTagThe gameplay tags to remove from the player or party.

Restart Quest

This event allows you to restart a quest directly from a node. Removing all progress and starting again from the beginning.

Simply provide the Quest and the ID of the node you wish to start from.

Properties

NameTypeDescription
QuestUQuestThis is the quest that needs to be restarted.
StartFromIDFNameThe ID the quest should start playing from, if empty will play from root node.

Set Faction Attitude

Changes the relationship attitude between two factions, altering their in-game behavior.

Properties

NameTypeDescription
SourceFactionENarrativeFactionIDThe faction whose attitude is being changed.
TargetFactionENarrativeFactionIDThe faction towards whom the attitude is set.
NewAttitudeENarrativeFactionIDThe new attitude to set for the source faction.

Set NPC Behaviour

Applies a specific behaviour tree to selected NPCs to define their actions and AI.

Properties

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to assign to the NPCs.
NPCsToEffectTArray(UNPCDefinition)List of NPCs that will receive this behavior.

Show Notification

Displays a notification message to the player or party for a set duration.

Properties

NameTypeDescription
MessageStringThe notification message to display.
DurationFloatHow long the notification will be shown.

Start trading with NPC

Initiates a trading window with a specified NPC, useful for item exchanges or giving companions items.

Properties

NameTypeDescription
SpeakerIDStringThe specific ID of the NPC with whom to trade.
NPCUNPCDefinitionThe NPC data asset to initiate trading with.