unreal.ClientConversationOptionEntry

class unreal.ClientConversationOptionEntry(choice_text: Text = '', choice_tags: GameplayTagContainer = Ellipsis, choice_type: ConversationChoiceType = Ellipsis, choice_reference: ConversationChoiceReference = Ellipsis, extra_data: None = [])

Bases: StructBase

The conversation option entry is what we send to the client, one entry per choice.

C++ Source:

  • Plugin: CommonConversation

  • Module: CommonConversationRuntime

  • File: ConversationTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • choice_reference (ConversationChoiceReference): [Read-Write]

  • choice_tags (GameplayTagContainer): [Read-Write]

  • choice_text (Text): [Read-Write]

  • choice_type (ConversationChoiceType): [Read-Write]

  • extra_data (Array[ConversationNodeParameterPair]): [Read-Write] Occasionally a choice might need to send down metadata that’s entirely extra. It’s just bonus information for the client to do things like show more information in the UI. This information is not used on the return to the server to make the choice.

property choice_reference: ConversationChoiceReference

[Read-Write]

Type:

(ConversationChoiceReference)

property choice_tags: GameplayTagContainer

[Read-Write]

Type:

(GameplayTagContainer)

property choice_text: Text

[Read-Write]

Type:

(Text)

property choice_type: ConversationChoiceType

[Read-Write]

Type:

(ConversationChoiceType)

property extra_data: None

[Read-Write] Occasionally a choice might need to send down metadata that’s entirely extra. It’s just bonus information for the client to do things like show more information in the UI. This information is not used on the return to the server to make the choice.

Type:

(Array[ConversationNodeParameterPair])