BlueprintApi
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# Dialogue Director 2.1.0 — Blueprint API
Runtime Blueprint nodes are methods on the GameInstance-scoped DialogueDirectorSubsystem or public Blueprint Function Libraries. Graph editing, validation, Preview, typed JSON/CSV tools, and localization readiness are Editor-only.
Start and interact
Section titled “Start and interact”Use Get Game Instance Subsystem to obtain DialogueDirectorSubsystem. Construct a Dialogue Conversation Start Request with a Dialogue Definition, stable Context Key, and participant role/object bindings. Call Begin Conversation Session and proceed only when the returned status is Started.
Read Get Current Line Presentation and display its localized FText. Call Continue Current Line when presentation is complete. For a Choice, request Get Current Choice Presentation with a condition context, show eligible options, and call Select Current Choice Option with the selected stable OptionId. Selection validates eligibility again.
Generic checks
Section titled “Generic checks”FDialogueCheckDefinition and FDialogueCheckResult are neutral Blueprint types. A check may specify ResolutionProfileId, semantic ValueSourceKey, BaseValue, comparison, target/range, ordered scalar inputs, and success/failure outcome IDs. A Skill source may also specify SkillId and SkillParticipantRoleId; Dialogue acquires that value through its optional Skill query service.
UDialogueDirectorCheckLibrary exposes Is Valid Check Definition, Is Valid Check Outcome Id, and Evaluate Check. Evaluate Check dispatches only through the native provider registered for the WorldContextObject’s GameInstance. It returns a structured neutral result. There are no Blueprint probability mechanics, rules asset parameters, stream settings, or provider registration nodes.
Graph-authored Check nodes route only when a provider returns a resolved outcome. ProviderUnavailable and other execution failures do not take the authored failure route. Random branches and weighted Dialogue Sets use the same provider contract and have no fallback.
Save and restore
Section titled “Save and restore”Capture Runtime Snapshot with the requested capture mode and inspect its status. Restore Runtime Snapshot may return Restored Needs Participant Rebind. Recreate root role bindings and call Replace Active Conversation Participant Object Bindings before traversal resumes. Rebind any session-only text-format argument provider separately.
Dialogue snapshots preserve owner-owned history, retry state, active frames, activation scopes, and the next activation ordinal. UObject references and external provider state are not serialized. The optional canonical Dialogue.SaveGame integration is supplied by DirectorBridge and SaveGame Director; it adds no core dependency.
Other runtime extensions
Section titled “Other runtime extensions”Blueprint implementations may handle external conditions, execution routing, asynchronous actions, and text format arguments through their reflected interfaces. Resolution-provider registration remains native-only. Skill query/mutation, external authoring providers, and typed interchange adapters are C++ integration seams.
Dialogue Director 2.1.0 is standalone from Probability Director. Optional DirectorBridge Dialogue.Probability ContractVersion 3 supplies Probability mechanics by registering the neutral native provider.