Character
The UInworldCharacterComponent implements Inworld::ICharacterComponent and is the default messaging component for an Inworld character. It responsible for getting messages, queueing and passing it to the Playbacks - subcomponents that can handle the messages in different ways.
namespace Inworld
{
class ICharacterComponent
{
public:
virtual void SetAgentId(const FString& InAgentId) = 0;
virtual const FString& GetAgentId() const = 0;
virtual void SetGivenName(const FString& InGivenName) = 0;
virtual const FString& GetGivenName() const = 0;
virtual const FString& GetBrainName() const = 0;
virtual void HandlePacket(std::shared_ptr<Inworld::Packet> Packet) = 0;
virtual AActor* GetComponentOwner() const = 0;
};
}
Agent Info
Get Agent Id
Gets the character's Inworld Agent Id.
Get Given Name
Gets the character's Inworld Studio name.
Interaction
Is Interacting With Player
Gets if the character is interacting with the player.
On Player Interaction State Changed
Bind an event to notify when the player interacts with the character.
Send Text Message
Sends a message of type text to the character.
Send Custom Event
Sends a custom event to the character.
Send Audio Message
Sends a message of type audio to the character.
Start Audio Session
Starts an audio session with the character.
Stop Audio Session
Stops an audio session with the character.
Emotion
Get Emotional Behavior
Gets the Emotion of the character.
Get Emotional Strength
Gets the strength of the Emotional Behavior of the character.
On Emotional Behavior Changed
Bind an event to notify when Emotional Behavior or Strength has changed.
Character Playback
Get Playback
Gets the playback component by class.
Playback Types
The types of playback to be created by the Inworld Character Component can be configured in the PlaybackTypes array. These components are created before BeginPlay is called.
See Playback Types.