
Description
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
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
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
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
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
Full C++ and Blueprint Extensibility
Extend dialogue nodes, logic, and behavior in both C++ and Blueprints to adapt the system to your project.




