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Send Command

UMounteaDialogueDecorator_SendCommand fires a configured Command string, plus an optional Payload object, out to the Dialogue Participant. It's a generic hook - the Decorator itself doesn't know or care what the command means, that's entirely up to whatever the Participant does with it (starting a cutscene, showing UI, triggering an animation, anything).


1. Introduction

What You'll Learn

  • What actually gets called on ExecuteDecorator, and who's responsible for handling it
  • Why this is the one Decorator you can stack multiple instances of on the same Node
  • The two properties you configure

2. What It Does

On ExecuteDecorator, this Decorator calls Execute_ProcessDialogueCommand on the owning Participant, passing the configured Command string and Optional Payload. Nothing about the command's meaning is interpreted here - the Decorator's whole job is to relay it. What happens next depends entirely on how your project's Participant implementation handles ProcessDialogueCommand.

Property Description Default
Command The command string sent to the Participant. Required - validation fails if left empty. ""
Optional Payload An arbitrary UObject passed alongside the command, for whatever extra data the receiving side needs. None

Info

Think of this as a generic event bus entry point, not a built-in feature - the Dialogue System ships no predefined command strings. Your project defines what Command values mean and implements the response in your Participant's ProcessDialogueCommand.


3. Stackable

Stackable Decorator

Send Command is one of the few Decorators where Is Decorator Stackable returns true - you can attach more than one instance to the same Node, each with a different Command/Payload pair, and all of them fire when the Node processes. Most other Decorators only allow a single instance per Node.


4. Next Steps

Save Node as Start Node

Persist the owning Node as the Dialogue's resumable entry point