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Narrative Conditions

Narrative Conditions allow you to conditionally include or exclude dialogue nodes based on the gameplay state.

They are most commonly used to:

  • Gate dialogue options
  • Control dialogue flow
  • Check player or party state (items, quests, flags, etc.)

For example, you might create a Has Item condition that checks whether the player has enough currency before allowing them to select a dialogue option.

note

Currently, only Dialogues and Events support Narrative Conditions.

Quests do not support Narrative Conditions, only Narrative Events.


Check Condition

Checks whether the condition passes or fails.

This function is called internally when evaluating dialogue nodes, but can also be implemented in Blueprint or C++ to define custom logic.

condition-check-condition.png

note

When running against a party:

  • Pawn may be nullptr
  • Controller may be nullptr

Always rely on the provided NarrativeComponent when supporting party checks.

Inputs

NameTypeDescription
PawnAPawnThe pawn being evaluated. null when evaluating against a party.
ControllerAPlayerControllerThe controller being evaluated. null when evaluating against a party.
NarrativeComponentUNarrativeComponentThe Narrative component performing the check.

Output

NameTypeDescription
Return ValueboolWhether the condition passes.

Get Graph Display Text

Defines the text shown on a dialogue node when this condition is attached.

This allows designers to quickly see which conditions are applied when viewing dialogue graphs.

condition-graph-text.png

Output

NameTypeDescription
Return ValueFStringText displayed on the node in the graph editor.