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Overview > Inworld Graph Runtime Data Relation State Class: UInworldGraphRuntimeData_RelationState | Inherits from: UInworldGraphRuntimeData Runtime data component for managing character relationship states. This runtime data component tracks and manages the relationship state between a character and another entity (typically the player). Relationship states include multi-dimensional metrics like trust, respect, familiarity, flirtation, and attraction that influence how characters interact and respond in conversations.

Methods

Reference

GetRelation

Retrieves the complete relationship state. GetRelation Blueprint Node

Examples

FInworldRelation GetRelation()

Returns

Type: FInworldRelation Description: The full relationship state structure with all metrics.

GetRelationshipLabel

Retrieves the primary relationship label derived from the metrics. GetRelationshipLabel Blueprint Node

Examples

EInworldRelationLabel GetRelationshipLabel()

Returns

Type: EInworldRelationLabel Description: The relationship label enum (e.g., FRIENDLY, HOSTILE, NEUTRAL).

GetRelationshipLabelString

Retrieves the relationship label as a human-readable string. GetRelationshipLabelString Blueprint Node

Examples

FString GetRelationshipLabelString()

Returns

Type: FString Description: String representation of the relationship label.

UpdateRelation

Updates the relationship state with new relation data. UpdateRelation Blueprint Node

Examples

void UpdateRelation(const FInworldRelation& Relation)

Parameters

ParameterTypeDescription
Relationconst FInworldRelation&The new relationship state to apply.

UpdateRelation

Updates the relationship state by parsing an AI-generated text response. UpdateRelation Blueprint Node

Examples

void UpdateRelation()