> ## Documentation Index
> Fetch the complete documentation index at: https://docs.inworld.ai/llms.txt
> Use this file to discover all available pages before exploring further.

# Inworld Graph Runtime Data Emotion State

[Overview](../overview) > Inworld Graph Runtime Data Emotion State

**Class:** `UInworldGraphRuntimeData_EmotionState` | **Inherits from:** `UInworldGraphRuntimeData`

Runtime data component for managing character emotional states. This runtime data component tracks and manages a character's current emotional state, which can influence their behavior, dialogue tone, and responses during interactions. Emotion states can be explicitly set or derived from AI-generated responses.

## Methods

* [GetEmotion](#getemotion)
* [GetEmotionLabel](#getemotionlabel)
* [GetEmotionLabelString](#getemotionlabelstring)
* [SetEmotionLabel](#setemotionlabel)
* [UpdateEmotion](#updateemotion)

## Reference

### GetEmotion

Retrieves the current emotion state.

<img src="https://mintcdn.com/inworldai/GzK0EwIb2T2yQTle/unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_GetEmotion.png?fit=max&auto=format&n=GzK0EwIb2T2yQTle&q=85&s=f629911feb3df5af6831f9095b8253be" alt="GetEmotion Blueprint Node" width="217" height="76" data-path="unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_GetEmotion.png" />

## Examples

```c++ theme={"system"}
FInworldEmotion GetEmotion()
```

#### Returns

**Type:** `FInworldEmotion`
**Description:** The current emotion state structure.

***

### GetEmotionLabel

Retrieves the current emotion label enum value.

<img src="https://mintcdn.com/inworldai/GzK0EwIb2T2yQTle/unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_GetEmotionLabel.png?fit=max&auto=format&n=GzK0EwIb2T2yQTle&q=85&s=9807d99b0df15efd715149e7f6809ea3" alt="GetEmotionLabel Blueprint Node" width="217" height="76" data-path="unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_GetEmotionLabel.png" />

## Examples

```c++ theme={"system"}
EInworldEmotionLabel GetEmotionLabel()
```

#### Returns

**Type:** `EInworldEmotionLabel`
**Description:** The current emotion label enum.

***

### GetEmotionLabelString

Retrieves the emotion label as a human-readable string.

<img src="https://mintcdn.com/inworldai/GzK0EwIb2T2yQTle/unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_GetEmotionLabelString.png?fit=max&auto=format&n=GzK0EwIb2T2yQTle&q=85&s=44212820ff760fb6125028e76d2532d3" alt="GetEmotionLabelString Blueprint Node" width="217" height="76" data-path="unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_GetEmotionLabelString.png" />

## Examples

```c++ theme={"system"}
FString GetEmotionLabelString()
```

#### Returns

**Type:** `FString`
**Description:** String representation of the current emotion label.

***

### SetEmotionLabel

Sets the character's emotion to a specific label.

<img src="https://mintcdn.com/inworldai/GzK0EwIb2T2yQTle/unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_SetEmotionLabel.png?fit=max&auto=format&n=GzK0EwIb2T2yQTle&q=85&s=b1117d292d66107d9d2052644bae2583" alt="SetEmotionLabel Blueprint Node" width="217" height="138" data-path="unreal-engine/runtime/character-reference/InworldGraphRuntimeData_EmotionState/img/nd_img_SetEmotionLabel.png" />

## Examples

```c++ theme={"system"}
void SetEmotionLabel(const EInworldEmotionLabel& InEmotionLabel)
```

#### Parameters

| Parameter      | Type                          | Description                   |
| -------------- | ----------------------------- | ----------------------------- |
| InEmotionLabel | `const EInworldEmotionLabel&` | The new emotion label to set. |

***

### UpdateEmotion

Updates the emotion state by parsing an AI-generated text response.

## Examples

```c++ theme={"system"}
void UpdateEmotion()
```

***
