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Dialogue Skip Widget

MounteaDialogueSkip is a skip-forward affordance - and it's the one widget in this section that ships doing genuinely nothing. Both of its methods have empty bodies, on purpose. This page exists mainly to make sure that's clear before you go looking for a bug that isn't there.


1. What This Widget Is For

UMounteaDialogueSkip is a UUserWidget implementing IMounteaDialogueSkipInterface. It's declared with a bare UCLASS() - no DisplayName or ClassGroup metadata like its four siblings in this section - but it's still implicitly Blueprintable, so the intended workflow is the same: subclass it in a Widget Blueprint. The constructor calls SetIsFocusable(true).


2. What "Empty" Actually Means

The entire .cpp file is this:

void UMounteaDialogueSkip::RequestShowWidget_Implementation(const FVector2D& FadeProgressDuration)
{
}

void UMounteaDialogueSkip::RequestHideWidget_Implementation()
{
}

Both are called via UMounteaDialogueHUDStatics::RequestShowWidget/RequestHideWidget - Blueprint-callable static helpers that forward to IMounteaDialogueSkipInterface::Execute_RequestShowWidget/Execute_RequestHideWidget on whatever object implements the interface. On a base, unmodified MounteaDialogueSkip instance, calling either of these does nothing visible at all - no fade, no visibility toggle, nothing.

Warning

This widget is inert by design, not by omission. A project must add its own show/hide visuals - a fade-in/out animation, a simple SetVisibility toggle, anything - or the skip affordance will simply never appear or disappear on screen no matter how many times these functions are called.


3. How To Make It Do Something

Both interface functions are declared BlueprintImplementableEvent on IMounteaDialogueSkipInterface:

Function Purpose
RequestShowWidget(FadeProgressDuration) Asks the widget to show, with a fade-in.
RequestHideWidget() Asks the widget to hide, with a fade-out.

Implement Event Request Show Widget and Event Request Hide Widget in your Widget Blueprint subclass's event graph - that's the intended integration point, the same way MounteaDialogueRow expects you to implement OnTypeWriterEffectUpdated. Drive a Widget Animation, a timeline, or a plain visibility change from there.


4. C++ Reference

#include "WBP/MounteaDialogueSkip.h"

class MOUNTEADIALOGUESYSTEM_API UMounteaDialogueSkip : public UUserWidget,
    public IMounteaDialogueSkipInterface
{
    // RequestShowWidget(FadeProgressDuration) / RequestHideWidget() -
    // both BlueprintImplementableEvent, both empty by default here.
};

5. Next Steps

Participant UI Component

The runtime component that owns and drives your dialogue widgets