Limen Framework 0.1 Help

ULimenDialogueSpeakerComponent

Overview

ULimenDialogueSpeakerComponent is an actor component used to manage and play dialogue for entities within the game world. It interacts with the ULimenDialogueSubsystem to handle the registration and playback of dialogue based on the speaker's ID and associated audio components.

Properties

Type

Name

Access

Description

FName

SpeakerID

EditAnywhere, BlueprintReadOnly

The unique identifier for the speaker.

FName

DialogueAudioComponentTag

EditAnywhere, BlueprintReadOnly

The tag used to identify the dialogue audio component on the owner actor.

Functions

Return Type

Signature

Description

void

BeginPlay()

Called when the component is added to an actor or spawned in the world. Registers the speaker with the subsystem.

void

EndPlay(const EEndPlayReason::Type EndPlayReason)

Called when the component is removed from an actor or destroyed. Unregisters the speaker from the subsystem.

UActorComponent*

GetDialogueAudioComponent() const

Retrieves the dialogue audio component associated with the owner actor. If not found, it searches for a component with the specified tag and caches it.

void

SetSpeakerID(const FName& NewSpeakerID)

Sets the speaker ID. This should be done before registering the speaker to avoid issues with subsystem registration.

const FName&

GetSpeakerID() const

Returns the current speaker ID.

UFUNCTION(BlueprintCallable)

PlayDialogue(const UDataTable* InDialogueData, const FDialogueEndEvent OnDialogueEnd)

Plays dialogue using the provided dialogue data table and a callback for when the dialogue ends.

void

RegisterSpeaker()

Registers the speaker with the ULimenDialogueSubsystem. This should be called after setting the speaker ID.

void

UnRegisterSpeaker()

Unregisters the speaker from the ULimenDialogueSubsystem.

Usage & Implementation Notes

  • The component must be attached to an actor that has a component tagged with DialogueAudioComponentTag for audio playback.

  • The SpeakerID should be set before calling RegisterSpeaker() to ensure proper subsystem registration.

  • The component handles caching of the dialogue audio component, which is retrieved from the owner actor's components.

22 May 2026