Dialogue Manager
Full API reference for GS_DialogueManagerComponent — dialogue database management, performer marker registration, and the DialoguePerformerMarkerComponent.
Full API reference for GS_DialogueManagerComponent — dialogue database management, performer marker registration, and the DialoguePerformerMarkerComponent.
Full API reference for the TypewriterComponent — character-by-character text reveal with configurable speed, force-complete, and notification events.
Full API reference for GS_CinematicsManagerComponent — cinematic lifecycle control, stage marker registration, and the CinematicStageMarkerComponent.
Create a dialogue database and define performers.
How to coordinate cinematic sequences in GS_Play — beginning and ending cutscenes, registering stage markers, and reacting to cinematic events from scripts.
Audio babble synchronized to dialogue typewriter output — procedural vocalization tones keyed to speaker identity.
Build a simple linear dialogue sequence using Text and End nodes.
How to author and play back branching dialogue in GS_Play — the Dialogue Editor, node types, conditions, effects, performances, and the runtime sequencer.
A step-by-step lesson for setting up a working dialogue system with the Dialogue Editor, UI components, and runtime playback.
Architecture overview of the GS_Cinematics dialogue system — the Dialogue Editor, sequencing, UI display, actors, and extensible conditions, effects, and performances.
Place the runtime components needed to play dialogue sequences in-game.
Node-graph dialogue sequences, cinematic stage management, polymorphic performances, and world-space UI with typewriter and audio babble.
Dialogue graphs, cinematic staging, UI display, localization, and extensible condition/effect/performance systems for authored narrative experiences.
How to display dialogue text, player choices, and typewriter effects in GS_Play — screen-space and world-space UI components and the bridge that connects them to the sequencer.
Set up dialogue UI components for text display and typewriter effect.
How to move and reposition actors during dialogue in GS_Play — the polymorphic performance system, built-in movement types, and async completion.
Add branching dialogue with Selection nodes and choice UI.
Visual graph editor for authoring branching dialogue sequences — database model, node catalog, and extensibility.
Gate dialogue branches with conditions and trigger game effects from dialogue.
Full API reference for the DialogueSequencerComponent and DialogueUIBridgeComponent — runtime dialogue graph traversal, node processing, and UI routing.
Priority-based virtual camera management — composable stage pipeline, channel-aware instancing, blend profiles, and spatial influence fields.
Priority-based virtual camera framework — composable stage pipeline, channel-aware instancing, blend profiles, influence fields, group targets, tug fields, and noise.
Full API reference for all dialogue UI components — screen-space and world-space dialogue display, selection menus, typewriter text reveal, and babble audio.
Full API reference for DialoguePerformerMarkerComponent, ActorDefinition data model, and the performer registration and lookup system.
Full API reference for the DialogueEffect base class and built-in effect types — SetRecords and ToggleEntitiesActive.
Full API reference for the DialoguePerformance base class and built-in performance types — MoveTo, PathTo, and RepositionPerformer.
ClassWizard templates for GS_Cinematics — dialogue conditions, effects, and performance objects for the dialogue sequencer.