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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.