Story Choices

The Story Choice system is a decision-based prompt that get's created on screen to emphasize larger and more important choices made within your narrative. These choices imply a sense of weight to the decision that's about to be made, intended to change the rest of the players story in some sense after a decision is made. Below will be a short introduction covering how to use these Story Choices.


To create a Story Choice, we can call the CreateStoryChoice function from a Sequence Manager reference in any blueprint. This should look a little something like shown below,

Once we have set this up, we can start defining values for the choices prompted to the player by "making" a ChoiceData structure connected to the ChoiceData structure pin. The "Make" structure should look similar to this shown below,

Below will be an explanation of the different values within the ChoiceData , and how they can be used.

— Choice A Display Name Text - Set the name, word, or sentence displayed on screen for the first choice (left-most choice) prompted to the player.

— Choice B Display Name Text - Set the name, word, or sentence displayed on screen for the second choice (right-most choice) prompted to the player.

— Choice A Con Tag Name - Define the Consequential Tag given to the player when choice A is chosen.

— Choice B Con Tag Name - Define the Consequential Tag given to the player when choice B is chosen.

Consequential Tags are used to branch NPC Dialogue, or add new Memoir entries.

— Set Camera Location Transform - Set the location/rotation of the camera that the player will view the scene through when this Story Choice is created. Used to create cinematic shots to further depict the impact of the choices given to the player.

— Choice Timer Float - Define how much time (in seconds) the player has to make a decision. If the player is hovered over either option when their timer finishes, that option will be automatically chosen. If the player has not selected neither of the 2 choices, then a random choice will be selected when the timer finishes. If this value is set to "0,0", then no timer will be enforced, meaning the player can take as long as they'd need to make a decision.


Binding logic to a decision chosen by the player can be done by making use of the OnStoryChoiceChosen event dispatcher inside the Sequence Manager. Below will include a little example of how this event dispatcher can be used,


The Story Choice system is designed to provide as much control as possible after a choice is chosen. When a choice is selected, the screen fades to black using a WidgetFadeCamera function.

This same function can be called again after a choice is chosen and after the screen has faded to black, to fade out of that black screen (this is done by setting the FadeDirection to "-1,0"), or this can be changed inside the Story Choice logic itself inside the Sequence Manager component. Below will be a reference image of reconnecting the WidgetFadeCamera inside the CreateAndDisplayStoryChoices collapsed graph to permanently fade out of the black screen after a choice is chosen.

(Directory attached at the top of the image).


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