Dialogue System

Architecture overview of the GS_Cinematics dialogue system — the Dialogue Editor, sequencing, UI display, actors, and extensible conditions, effects, and performances.

The Dialogue System is the runtime engine inside GS_Cinematics that drives all authored narrative experiences. Dialogue is authored visually in the Dialogue Editor — a graph-based tool built on gs_graphcanvas — and executed at runtime by a node-graph sequencer. World-space and screen-space UI display, and an extensible set of polymorphic conditions, effects, and performances connect dialogue to gameplay.

Every piece communicates through EBus interfaces, so any layer can be replaced or extended without modifying the gem itself.

The system is managed by the GS_DialogueManagerComponent, which participates in the standard Game Manager startup sequence.

For usage guides and setup examples, see The Basics: GS_Cinematics.

 

Contents


Dialogue Editor

The in-engine visual graph editor for authoring dialogue databases, sequences, and node graphs. Built on gs_graphcanvas with a FlowGraph topology.

Dialogue Editor in the O3DE Editor

The editor manages a .dialoguedatabase container file holding all sequences for a dialogue set, along with performer definitions and database-level settings. Each sequence is an independent graph opened as a tab.

Dialogue Editor


Dialogue Manager

GS_DialogueManagerComponent owns the active dialogue database and performer registry. Extends GS_Core::GS_ManagerComponent.

Dialogue Manager API


Dialogue Sequencer

DialogueSequencerComponent traverses a node graph at runtime. The DialogueUIBridgeComponent routes dialogue and selection events to whichever UI is registered.

Dialogue Sequencer API


Effects

Polymorphic DialogueEffect types executed synchronously from Effects nodes. Built-in: SetRecords_DialogueEffect, ToggleEntitiesActive_DialogueEffect. Fully extensible.

Effects API


Performances

Polymorphic DialoguePerformance types executed asynchronously from Performance nodes. Built-in: MoveTo, PathTo, RepositionPerformer. Fully extensible.

Performances API


Dialogue UI

Screen-space and world-space dialogue display, selection menus, the typewriter text-reveal system, and the babble audio system.

Dialogue UI API


Actors

DialoguePerformerMarkerComponent places named performer anchors in the world, plus the ActorDefinition data model.

Dialogue Actors API


See Also

For conceptual overviews and usage guides:

For related references:


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