The DialogueInstruction struct is created and used while setting up a DialogueTree. The Path(), Branch(), and Step() functions will pass the DialogueInstruction to their corresponding nodes at runtime.
This is the key used to find the dialogue text from the associated string table when making the struct in the Blueprint editor.
This is a reference to the dialogue wave asset (not the wave asset itself) that has your voice over.
A struct used by Unreal Engine's dialogue wave asset to determine what sound file to play.
A reference to an audio component attached to the DialogueTree. If empty, a default audio component will be used.
This is the key used to find the camera to use on the DialogueTree camera director reference.
This is the key used to find the level sequence to use on the DialogueTree camera director reference.
This enum indicates what the dialogue tree node should do when it reaches the end of an instruction. NOTE: Auto only works if there is dialogue audio or a level sequence that can start and finish. Otherwise it will function as if response was set to Input.
Only for DialoguePath or DialogueStep. This bool indicates that a dialogue instruction can skip to the next DialogueInstruction if input is received when "response" is set to "Auto" and a dialogue audio or level sequence is playing.
How long to wait before auto continuing if the "response" property is set to Timed.
Delay the start of the dialogue audio by this amount in seconds.
How long to wait after audio finishes playing if the "response" property is set to auto before automatically progressing.