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Functions

Play Tagged Dialogue

Attempts to play a tagged dialogue using the provided tag.

This function:

  • Searches the Tagged Dialogue Set for a matching tag
  • Validates cooldown, distance, and tag restrictions
  • Attempts to play the dialogue if allowed

Inputs

NameTypeDescription
TagFGameplayTagThe tag identifying which dialogue to play
Dialogue InstigatorAActorThe actor responsible for triggering the dialogue

Output

NameTypeDescription
Return ValueboolWhether a tagged dialogue successfully played

Execute Play Tagged Dialogue

Executes a specific tagged dialogue.

This function is Blueprint overridable, allowing you to:

  • Implement custom dialogue selection logic
  • Add AI behavior or animations before playing
  • Override how tagged dialogues are actually started

Inputs

NameTypeDescription
DialogueFTaggedDialogueThe tagged dialogue to attempt to play
Dialogue InstigatorAActorThe actor responsible for triggering the dialogue

Output

NameTypeDescription
Return ValueboolWhether the dialogue was successfully executed
note

This function is called internally by Play Tagged Dialogue.

Override this function if you want full control over how tagged dialogues are played.


Cooldowns

The Tagged Dialogue Component internally tracks when dialogues were last played.

Each dialogue tag has its own cooldown timer to prevent repetition.

Cooldown data is stored per actor.


Common Use Cases

  • NPC greetings
  • Combat taunts
  • Investigation barks
  • Ambient chatter
  • Reactive dialogue

Tagged Dialogue is ideal for non-critical narrative moments that add life and personality to the world without interrupting gameplay.