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
| Name | Type | Description |
|---|---|---|
| Tag | FGameplayTag | The tag identifying which dialogue to play |
| Dialogue Instigator | AActor | The actor responsible for triggering the dialogue |
Output
| Name | Type | Description |
|---|---|---|
| Return Value | bool | Whether 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
| Name | Type | Description |
|---|---|---|
| Dialogue | FTaggedDialogue | The tagged dialogue to attempt to play |
| Dialogue Instigator | AActor | The actor responsible for triggering the dialogue |
Output
| Name | Type | Description |
|---|---|---|
| Return Value | bool | Whether 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.