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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...

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...

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...

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...

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...

Properties​

NameTypeDescription
QuestUQuestThis is the quest that needs to be restarted.

Give Item to NPC​

Gives a specified item and quantity to an NPC...

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...

Properties​

NameTypeDescription
XPtoGiveFloatThe amount of

NPC Behavior - Attack Player​

Commands selected NPCs to attack the player...

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...

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.

Properties​

NameTypeDescription
Behaviour TreeBehaviour TreeThe behaviour tree to execute for the NPCs.
NPCsToEffectTArray<UNPCDefinition/>List of NPCs that will return.
DestinationVectorThe location of the NPCs.

NPC Behavior - Send to destination​

Commands selected NPCs to walk to a specified destination...

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...

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...

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...

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...

Properties​

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

Restart Quest​

This event allows you to restart a quest...

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...

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...

Properties​

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