Dialogue Branch System (DBS) lets you create branching dialogues directly inside the Blueprint Event Graph — no data tables, no external editors, and no additional tools to learn.
Design dialogue flow visually as a state machine, connect it with gameplay logic, and debug everything directly in Blueprint.
Built in C++ for performance and extensibility, DBS works equally well for Blueprint-only projects and large productions that require deep customization.
Dialogue Creation
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Visual Dialogue Creation in Blueprint Graphs
Build branching dialogues directly inside the Blueprint Event Graph — no external editors or data tables required. -
Reusable Dialogue Nodes
Create template nodes with custom logic and reuse them across multiple dialogues. -
Multi-Actor Dialogues
Support for conversations involving multiple characters or entities. -
Flexible Dialogue Conditions
Define conditions for dialogue lines, player responses, and dialogue flow based on the current game state.
Gameplay Integration
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Gameplay Event Triggers
Execute gameplay events at any point in the dialogue — start quests, give items, change states, or trigger custom logic. -
Dialogue State Saving
Built-in dialogue history and tools to restore dialogue states according to your gameplay logic.
UI & Presentation
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Ready-to-Use UI Example
Includes a fully functional dialogue UI that you can use as-is, modify, or replace with your own implementation. -
Rich Text & Localization
Support for stylized text and Unreal Engine’s standard localization system.
Development Tools
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Debugging & Logging Tools
Debug dialogues with Blueprint breakpoints, in-game logs, Output Log messages, and built-in graph search tools. -
Visual Graph Customization
Customize the color scheme of dialogue nodes and visual elements to better match your project.
Extensibility
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Full C++ and Blueprint Extensibility
Extend dialogue nodes, logic, and behavior in both C++ and Blueprints to adapt the system to your project.