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This section is about manipulating actors representing characters participating in the dialogue.

Identifying Characters

In order the manipulate characters, we first have to be able to identify them in the dialogue script. Any actor which wishes to be identified as a character in the dialogue must:

  1. Be a Participant in the dialogue
  2. Implement the ISudsProCharacter interface.

Item 1 is covered easily if you're using BP_SudsProDialogueRunner to run your dialogue; the main player character is automatically added to the participants, and so are any actors you add to the NPCs list:


In your characters You need to implement "Get Dialogue Character Identifier" from ISudsProCharacter. Ideally use the same value as their usual SpeakerID in dialogues, although that's not required. Then whenever you refer to this identifier in character related events, that actor will be located as the target of the command.

Moving Characters

You often want to move characters in a dialogue into known positions so that your dialogue can work nicely; that they're not clipping into geometry when emoting, and the camera shots look good.


In movies, there's a concept of actors needing to "hit their marks", so that they're in the right spot to frame a dialogue camera shot nicely.

SUDS Pro comes with a class called "BP_DialogueCharacterMark", which provides 2 things:

  1. A "mark" position/rotation
  2. A visual placeholder

The visual placeholder is useful when framing shots. You can set a representative skeleton and idle animation in its properties:

The placeholder will not be displayed at game time.

Moving characters to a Mark

You can teleport a character to a mark like this:

[event CharacterMove `Identifier`, `MarkName`]

`Identifier` is the identifier of the character, as discussed above.

`MarkName` needs to be discoverable; the easiest way is when you're already using the BP_SudsProDialogueRunner to organise your dialogue, in which case you can just link the level instance of the mark with a name:

Marks list

Under the hood, any Participant which implements ISudsProMarkProvider can provide a mapping from a mark name to a real mark instance. The mark itself can also be any object, even just an empty actor. But we recommend using the utility classes provided with SUDS Pro wherever you can for simplicity.

Fading around character moves

To hide the fact that you're moving a character, you might want to use Fades.

For example:

[event FadeOut]
[event CharacterMove `Player`, `PlayerMark`]
[event FadeIn]

You might think that you need a WaitFade (see Waiting) event in between FadeOut and CharacterMove, because things generally run all at the same time. However, SUDS Pro is smart enough that if it sees a FadeOut is happening when a CharacterMove comes up, it automatically waits for the fade to complete before continuing.

If you'd rather it didn't do this, you can disable it:

[set CharacterMoveWhileFading true]

Animating Characters

Another common requirement is making a character animate, or "emote", during dialogue.

Here's how you'd tell a character called Manny to play an animation called Wave:

[event CharacterAnim `Manny`, `Wave`]

The character Manny is identified as described above. the animation Wave is resolved to an animation asset (sequence or a montage) via another ISudsProCharacter interface function, "Get Dialogue Animation".

Any characters which want to expose animations to dialogues should implement this function something like this:

Dialogue Animation

This means you can write your dialogue scripts with general emote names without worrying about specific animation assets, and resolve them later to the real animations per character.

Looping Animation

If your animation refers to an Animation Sequence, the default is to play it once. If you want it to be played more times, you can provide a number of loops as the 3rd argument:

# Loops the Wave animation 3 times
[event CharacterAnim `Manny`, `Wave`, 3]

Stopping Animation

If you want to stop running animation early, use the CharacterAnimStop event:

[event CharacterAnimStop `Manny`]

Animation Sequences & Slots

When playing animation sequences, SUDS Pro asks the character to run it via an Animation Slot.

Therefore in order for animation sequences to work, the animation blueprint for your characters must have an Animation Slot configured, ideally called "DefaultSlot".

You can just tack it on the end of your Anim Graph just before the output, or perhaps just before Control Rig if you're using it; here's an example:

Anim Graph

Being called "DefaultSlot" means you don't have to specify the slot name in the CharacterAnim events. For any other slot name, you have to specify it:

[event CharacterAnim `Manny`, `Wave`, 1, `CustomSlotName`]

Animation Montages

Animation names can also refer to Animation Montages rather than sequences. Montages already know what slot(s) they target with their animation, and can include their own looping sections, so the slot name and loops parameters are redundant.

Waiting for character animations

Like most things, character animation runs in parallel and the script usually continues while it's playing. You can pause the continuation of the dialogue until a character's animation is complete like this:

[event WaitCharacter `Manny`]

Character Notifications

What if you want to send a notification from the dialogue to a specific character? Here's how you can do that:

[event CharacterNotify `Identifier`, `NotificationName`, Args...]

The character identified will have its "On Dialogue Notify" function called, which is one of the functions on the ISudsProCharacter interface.

The arguments after NotificationName will all be passed to the function, and they can of course be dialogue variables or expressions.

Because arguments are a variable type (FSUDSValue), you should use the provided helper functions to extract the actual values:

SUDS Value Helpers

"On Dialogue Notify" has a boolean return value. If you return false, the dialogue script will carry on running. If you return true, the the dialogue will pause and not execute any more lines until you call USudsProSubsystem::CharacterNotifyComplete.

Updating Character Properties

Sometimes you might want the dialogue to modify properties on characters directly. For example, you might want to trigger state changes in the animation blueprint, instead of fire-and-forget animations as with CharacterAnim.

Note that you can do this sort of thing by monitoring dialogue variable state. Any participant can be notified of variable changes, so that's another way to do it. But, being able to set character properties directly is a bit simpler and has the ability to target specific characters.

[event CharacterPropSet `Identifier`, `PropertyName`, Value]

`Identifier` is the identifier of the character, as discussed above.

`PropertyName` must match the name of a publicly settable property on the character so identified.

Value can be a literal value, a variable, or an expression. It must match or be compatible with the type of the property on the character.

SUDS Pro currently only supports top-level properties on characters, of type FString, FText, int, float, bool and FName.

There isn't a corresponding CharacterPropGet. Use USUDSDialogue::SetVariable to get state into the dialogue.