Dialogue Sequence
Encapsulates a Level Sequence, along with all extra data needed to play that level sequence in the context of a dialogue
Shots
Narrative comes packaged with many built-in shots for you to use.
Properties
| Name | Type | Description |
|---|---|---|
| FriendlyShotName | FText | A dev friendly name. |
| SequenceAssets | TArray<ULevelSequence> | The sequences to use - one will be selected at random. |
| PlaybackSettings | FMovieSceneSequencePlaybackSettings | Controls the playback settings for the sequence. |
| CropSettings | FPlateCropSettings | Controls the crop settings. |
| bShouldRestart | uint32 | If narrative tries playing this sequence but it already started playing it from an earlier node, should we restart the shot or just let the existing one continue? |
| AnchorOriginRule | EAnchorOriginRule | Sequence origin will be relative to the selected item. |
| AnchorOriginNudge | FVector | Allows you to nudge the shot upwards, downwards, etc. Extra offset applied to shot transform. Applied in speakers transform space. |
| AnchorRotationRule | EAnchorRotationRule | Sequence rotation will be relative to the selected item. |
| AnchorAvatarCustomID | FName | If AnchorAvatar is custom, this is the ID of the avatar to use as the override. |
| bUse180DegreeRule | bool | Force the player and all other speakers to be on opposite sides of the screen using Y-axis movement and Yaw. |
| UnitsY180DegreeRule | float | If using 180 degree rule, how many degrees of yaw to push the shots in either direction. |
| DegreesYaw180DegreeRule | float | If using 180 degree rule, how many degrees of yaw to push the shots in either direction. |
| LookAtTrackingSettings | FShotTrackingSettings | What avatar should the camera track on if this is enabled. |
| FocusTrackingSettings | FShotTrackingSettings | What avatar should the camera focus on if this is enabled. |
| bDrawDebugFocusPoint | bool | If true, the camera will draw a box showing the focus point. |
| Speaker | TWeakObjectPtr<AActor> | The speaker actor for the dialogue sequence. |
| Listener | TWeakObjectPtr<AActor> | The listener actor for the dialogue sequence. |
| AnchorActor | TWeakObjectPtr<AActor> | The anchor actor for the sequence. |
| LookAtActor | TWeakObjectPtr<AActor> | The actor to look at for the sequence. |
| FocusActor | TWeakObjectPtr<AActor> | The actor to focus on for the sequence. |
| SequenceActor | TWeakObjectPtr<ALevelSequenceActor> | The sequence actor associated with this dialogue sequence. |
| Cinecam | TWeakObjectPtr<ACineCameraActor> | The cinecam spawned in by the sequence. |
| Dialogue | TWeakObjectPtrUDialogue | The dialogue object associated with this sequence. |