unreal.ConversationParticipantComponent

class unreal.ConversationParticipantComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Active conversation participants should have this component on them. It keeps track of what conversations they are participating in (typically no more than one)

C++ Source:

  • Plugin: CommonConversation

  • Module: CommonConversationRuntime

  • File: ConversationParticipantComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

get_participant_actor(participant_tag) Actor

Get Participant Actor

Parameters:

participant_tag (GameplayTag) –

Return type:

Actor

get_participant_display_name() Text

Get Participant Display Name

Return type:

Text

is_in_active_conversation() bool

Is in Active Conversation

Return type:

bool

request_server_advance_conversation(choice_picked) None

Request Server Advance Conversation

Parameters:

choice_picked (AdvanceConversationRequest) –