<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Asset on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/asset/</link><description>Recent content in Asset on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/asset/index.xml" rel="self" type="application/rss+xml"/><item><title>Dialogue Data Structure</title><link>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/dialogue_data_structure/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/dialogue_data_structure/</guid><description>&lt;p&gt;All dialogue content lives in a &lt;code&gt;.dialoguedb&lt;/code&gt; asset file. This page documents the complete data model: the database container, sequences, actor definitions, every node type, the polymorphic condition and effect hierarchies, and the localization pipeline. It also provides an extension guide for registering custom conditions and effects from external gems.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../../the_basics/cinematics/"&gt;The Basics: GS_Cinematics&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/DialogueDatabase.png" alt="Dialogue Database asset in the O3DE Editor"&gt;
&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/DialogueSelectionNode.png" alt="Dialogue Selection Node in the Dialogue Editor"&gt;
&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/PerformanceNode.png" alt="Performance Node in the Dialogue Editor"&gt;
&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/DialogueEffectsNode-Condition.png" alt="Dialogue Effects Node with Condition in the Dialogue Editor"&gt;&lt;/p&gt;</description></item></channel></rss>