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Dialogue Director 2.4.0 Product Contract

Review draft. This source page has not completed website editorial and release-specific verification.

Dialogue Director V1 is a single-player, GameInstance-scoped dialogue runtime. The authored graph remains an Editor surface; UDialogueDirectorSubsystem owns runtime session state and progression.

The runtime exposes stable Dialogue identities, localized presentation queries, participant-role bindings, typed command results, and transient session identity. FGuid GetActiveSessionId() identifies one active conversation and is invalid when there is no conversation. It is newly generated per session and is not persisted.

OnPresentationChanged announces committed Dialogue-owned changes that can affect presentation. It carries the active session ID; consumers query the public runtime presentation APIs for current values. OnSessionEnded carries the former session ID after active state is cleared. These events do not duplicate the Dialogue state payload.

Consumers can use event-driven refresh: take an initial snapshot, refresh after presentation notifications and accepted commands, and subscribe to explicit external-provider invalidation when the provider offers it. Dialogue cannot detect arbitrary silent changes inside an external condition, skill, or resolution provider. Dialogue does not poll per frame.

IDialogueResolutionProvider remains the sole external runtime resolution contract. Provider absence reports ProviderUnavailable; there is no local random fallback. Probability Director remains outside Dialogue’s dependency graph, and optional DirectorBridge adapters implement cross-product integration outside Dialogue. No UI Director or DirectorBridge runtime types appear in Dialogue public APIs.