unreal.ConversationTaskResultType

class unreal.ConversationTaskResultType

Bases: EnumBase

The conversation task result type gives the conversation system the instruction it needs after running a task. Should we continue to the next task? or stop and give the player the choice of moving forward?

C++ Source:

  • Plugin: CommonConversation

  • Module: CommonConversationRuntime

  • File: ConversationContext.h

ABORT_CONVERSATION: ConversationTaskResultType

Aborts the conversation.

Type:

1

ADVANCE_CONVERSATION: ConversationTaskResultType

Advances the conversation to the next task, or a random one if there are multiple.

Type:

2

ADVANCE_CONVERSATION_WITH_CHOICE: ConversationTaskResultType

Advances the conversation to a choice, this choice does not have to be one that would normally come next. Consider using this in advanced situations where you want to potentially dynamically jump to any node in existence.

Type:

3

INVALID: ConversationTaskResultType

0

PAUSE_CONVERSATION_AND_SEND_CLIENT_CHOICES: ConversationTaskResultType

Stops the conversation flow and notifies the client that there are choices, with a payload of anything the NPC needs to say along with whatever choices the user has.

Type:

4

RETURN_TO_CONVERSATION_START: ConversationTaskResultType

Allows jumping back to the beginning of the entire conversation tree, so that you can effectively, return to the ‘main menu’.

Type:

7

RETURN_TO_CURRENT_CLIENT_CHOICE: ConversationTaskResultType

Does not advance the conversation, just refreshes the current choices again. This option is really useful if you need to have the user make a choice and then make the same choice again, ex. User clicks an option to buy an item, and you want them to be able to repeat that action.

Type:

6

RETURN_TO_LAST_CLIENT_CHOICE: ConversationTaskResultType

Dynamically allows jumping ‘back’ one step in the conversation. This does not go back one Task, but to the last time in the conversation flow we paused conversation and sent the client choices.

Type:

5