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Dialogue Tree Nodes Reference


The Say node will simply make the selected actor say a statement. The text in the statement can be made dynamic by using variable names in square brackets “[” and “]” (e.g. “[myVarName]”), which will be replaced with the variable value to string in runtime.

Task Action

The Task Action node will execute an Action Task assigned. The selected Actor is used for the Action.


Branching nodes allow diverting the dialogue in different directions and thus they can have more than just one out connection.

Task Condition

The Task Condition node will evaluate a Condition Task assigned and continue with either the left or the right connected child when the condition is True or False respectively. As such the Task Condition node can have up to two child nodes. The selected Actor is used for the condition check.

Multiple Task Action

The Multiple Task Condition node is similar to the Task Condition node, but can have any number of connected children. All connected children connections can be assigned a Condition Task independently and the first one (from left to right) that evaluates to True will execute.

Multiple Choice

The Multiple Choice node will prompt any number of choices in the UI for the player to select. Each choice can also have an optional Condition Task assigned. A choice is shown only if its condition evaluates to True, which is checked only once at the time the Multiple Choice node is executed. There is optionally a parameter to allow a specific time for the player to choose a response. If the time runs out, the first available response is selected.

Probability Selector

The Probability Selector will select a child to execute at random based on the weights provided for each child. An optional Condition Task can also be set per child, to exclude it altogether in case the condition evaluates to false.


Control nodes are meant to control the dialogue flow.


The Jump node will simply continue with the selected node that you linked to in its inspector. This node is there to help you with the dialogue tree organization.


The Finish node will finish the Dialogue Tree. Please note that a Dialogue Tree will either way finish in Success on its own if any of its nodes is finished and has nowhere else to go (e.g. no further connections). However if you want to finish the Dialogue Tree in Failure, this node is required.

Sub Graphs

SubGraph nodes execute another entire graph.

Sub Dialogue Tree

Sub Dialogue Tree

The Sub Dialogue Tree node can hold an entire other Dialogue Tree. When the Sub Dialogue assigned is finished, the Sub Dialogue Tree node will continue either with the “Success” connection or the “Failure” connection (if any of those exist), depending on how the Sub Dialogue finished (see the Finish node above).

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