Speakers
Speakers are the people who are part of your dialogue.
They don't have to speak and can just be visible, or they can have fully interactive dialogue.
note
The player does not count as a speaker. Instead, they are included in Player Speakers.
Speaker Properties
| Name | Type | Description |
|---|---|---|
| SpeakerID | Text | The unique ID for the speaker. This MUST be on the speaker as an actor tag for Narrative to use GetAllActorsWithTag. |
| DefaultSpeakerShot | UNarrativeDialogueSequence | Sequence to use whenever this speaker is talking (will be overridden by shot set on line). |
| SpeakerAvatarClass | TSubclassOf<AActor> | Set this to a valid actor class if you want narrative to automatically spawn your speaker avatar in, and destroy it when the dialogue ends. |
| SpeakerAvatarTransform | FTransform | The transform for the SpeakerActor that gets spawned in, if one is set. (world location) |
| OwnedGameplayTags | GameplayTagContainer | A list of gameplay tags to apply to the speaker upon starting / exiting dialogue. note: will need to be manually applied for your specific setup. |
| NodeColor | FLinearColor | Custom node colour for this NPC in the graph. |
| SpeakerID | FName | The name of this speaker. This is driven by the NPC Data Assets ID. |
Player Speakers
Player Speakers are the users who are part of the dialogue. This can include the primary player, or the party.
They don't have to speak and can just be visible, or they can have fully interactive dialogue.
Properties
Player Speakers inherit from the base Speakers class
| Name | Type | Description |
|---|---|---|
| SelectingReplyShot | UNarrativeDialogueSequence | Sequence to play when player is selecting their reply, overrides SelectingReplyShot. |