# 40 — BPC_DialoguePlaybackSystem ## Blueprint Spec — UE 5.5–5.7 --- ### Parent Class `ActorComponent` ### Dependencies - [`DA_DialogueSequence`](47_DA_NarrativeDataAssets.md) data assets - [`WBP_SubtitleDisplay`](../06-ui/49_WBP_SubtitleDisplay.md) - [`BPC_NarrativeStateSystem`](58_BPC_NarrativeStateSystem.md) - [`BPC_DialogueChoiceSystem`](41_BPC_DialogueChoiceSystem.md) ### Purpose Manages the playback of dialogue sequences: line queuing, timing, subtitle routing, audio playback, and lip-sync. Serves as the audio/visual delivery layer for all spoken narrative content. ### Responsibilities - Receive dialogue sequence data from `DA_DialogueSequence` - Queue lines and play in order with timing - Trigger subtitle display via dispatcher - Play voiceover audio - Fire narrative flags on line completion (if configured in sequence data) - Pause/interrupt dialogue on player action or external event - Support skip-to-next-line and full-skip-sequence ### Does NOT Handle - Choice presentation (that is [`BPC_DialogueChoiceSystem`](41_BPC_DialogueChoiceSystem.md)) - What dialogue plays when (that is level or narrative flow) - Subtitle styling (that is `WBP_SubtitleDisplay`) ### Variables | Name | Type | Description | |------|------|-------------| | `ActiveSequence` | DA_DialogueSequence | Currently playing sequence asset | | `LineQueue` | Array of S_DialogueLine | Remaining lines to play | | `bIsPlaying` | Bool | Dialogue currently active | | `bIsPaused` | Bool | Dialogue paused | | `CurrentLineIndex` | Integer | Index in sequence | | `LineTimer` | TimerHandle | Auto-advance timer | | `bBlockInputWhilePlaying` | Bool | Suppress player input during dialogue | ### Structs | Struct | Fields | Description | |--------|--------|-------------| | `S_DialogueLine` | SpeakerTag: GameplayTag, LineText: FText, VoiceAudio: USoundBase, Duration: Float, LipSyncData: UAnimSequence, FlagToSetOnComplete: GameplayTag, AnimTag: GameplayTag, bIsChoicePoint: Bool | One dialogue line with metadata | | `S_DialoguePlaybackOptions` | bCanSkipLine: Bool, bCanSkipSequence: Bool, bShowSubtitles: Bool, SubtitleDelay: Float | Per-sequence playback settings | ### Functions / Events | Name | Inputs | Outputs | Description | |------|--------|---------|-------------| | `PlaySequence` | Sequence: DA_DialogueSequence | — | Loads and begins playback of a dialogue sequence | | `PlaySequenceWithOptions` | Sequence, Options: S_DialoguePlaybackOptions | — | Play with overrides | | `QueueSequence` | Sequence | — | Adds sequence to pending queue (for chaining) | | `PlayNextLine` | — | — | Advances to next line in queue | | `SkipCurrentLine` | — | — | Ends current line early, plays next | | `SkipSequence` | — | — | Aborts entire sequence | | `PauseDialogue` | — | — | Pause audio, hold subtitles | | `ResumeDialogue` | — | — | Resume from pause | | `IsDialoguePlaying` | — | Bool | Query | | `SetSpeakerOverride` | SpeakerTag: GameplayTag | — | Override speaker for accessibility | | `GetCurrentLine` | — | S_DialogueLine | For UI binding | | `GetRemainingLineCount` | — | Integer | For UI progress indicator | | `EnqueueDialogueFromVolume` | OverlapActor | — | Called by trigger volume overlap | ### Event Dispatchers | Name | Parameters | Fired When | |------|-----------|-----------| | `OnDialogueStarted` | SequenceTag: GameplayTag | Sequence begins | | `OnLineStarted` | Line: S_DialogueLine | New line begins playback | | `OnLineCompleted` | Line: S_DialogueLine | Line audio finishes | | `OnSequenceCompleted` | SequenceTag: GameplayTag | Full sequence done | | `OnDialogueSkipped` | SequenceTag: GameplayTag | Player skipped sequence | | `OnDialoguePaused` | — | Pause triggered | | `OnDialogueResumed` | — | Resume triggered | | `OnChoicePointReached` | Choices: Array of S_DialogueChoice | Sequence reaches a branching point | ### Blueprint Flow ``` [PlaySequence called] └─► If bIsPlaying → return (or QueueSequence) └─► Set bIsPlaying = true └─► Validate sequence conditions (RequiredFlags from DA_DialogueSequence) └─► Load line queue from sequence asset └─► Broadcast OnDialogueStarted └─► Call PlayNextLine [PlayNextLine] └─► Queue empty? → Broadcast OnSequenceCompleted → bIsPlaying = false → return └─► Get next S_DialogueLine └─► Start LineTimer (Duration) └─► Play VoiceAudio └─► Broadcast OnLineStarted └─► If line has AnimTag → notify ABP via dispatcher └─► If line is choice point → hand off to BPC_DialogueChoiceSystem └─► Wait for LineTimer or SkipCurrentLine [OnLineCompleted] └─► If line has FlagToSetOnComplete → BPC_NarrativeStateSystem.SetFlag() └─► Advance CurrentLineIndex └─► Call PlayNextLine ``` ### Communications With | Target System | Method | Why | |---------------|--------|-----| | [`WBP_SubtitleDisplay`](../06-ui/49_WBP_SubtitleDisplay.md) | Dispatcher | Show/hide subtitles | | [`BPC_NarrativeStateSystem`](58_BPC_NarrativeStateSystem.md) | Direct | Set flags on line completion | | [`BPC_DialogueChoiceSystem`](41_BPC_DialogueChoiceSystem.md) | Dispatcher | Hand off at choice points | | [`BPC_CameraStateLayer`](../02-player/14_BPC_CameraStateLayer.md) | Dispatcher | Cinematic camera mode for dialogue | | [`BPC_EmbodimentSystem`](../02-player/13_BPC_EmbodimentSystem.md) | Dispatcher | Gesture animation tags | | [`GI_GameFramework`](../01-core/04_GI_GameFramework.md) | Direct | Set game phase during dialogue | ### Reuse Notes `DA_DialogueSequence` data assets hold all content — add new sequences per project without touching this system. Voice audio is optional: sequences work without audio (text-only dialogue). Lip-sync data is per-line and can use audio-driven or procedural lip sync.