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Documentation Index

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Overview > Inworld Base Character Component Class: UInworldBaseCharacterComponent | Inherits from: UInworldConversationTargetComponent Base abstract class for Inworld character components. This component serves as the foundation for AI-driven characters in the Inworld system. It provides core functionality for character communication, audio playback, conversation management, and integration with the Inworld graph system. Characters can receive and respond to messages, manage conversation targets, and handle speech synthesis. Key Features:
  • Conversation target implementation (IInworldConversationTarget)
  • Audio and text message handling
  • Speech synthesis and viseme blending
  • Player target management
  • Character graph integration
  • Comprehensive event system for speech and conversation events
This is an abstract base class that must be inherited to create concrete character implementations.

Methods

Reference

Get Runtime Data with Type

Gets all runtime data and its associated type for this character. Get Runtime Data with Type Blueprint Node

Examples

virtual TArray<FRuntimeDataInfo> GetRuntimeDataAndType()

Returns

Type: virtual TArray<FRuntimeDataInfo> Description: Array of FRuntimeDataInfo structures.

UpdateCharacterFromDataTable

Attempts to dynamically update the character’s configuration from a Data Table at runtime. UpdateCharacterFromDataTable Blueprint Node

Examples

bool UpdateCharacterFromDataTable(
    const TSoftObjectPtr<UDataTable>& NewCharacterDataTableRef,
    FName NewCharacterID
)

Parameters

ParameterTypeDescription
NewCharacterDataTableRefconst TSoftObjectPtr<UDataTable>&
NewCharacterIDFName

Returns

Type: bool Description: Returns true if the character was successfully updated, false otherwise.