Core concepts
A quick mental model of Libretto before you dive into the reference pages.
The data model
| Concept |
What it is |
| Dialogue |
The asset (prefixed D_). A tree of text plus the characters, conditions and metadata around it. It is a data container first — playable cutscenes are one use of it, 2D interfaces another. See Dialogue Editor. |
| Subdialogue |
A logical section of a Dialogue. A Dialogue has at least one; each can carry its own condition, stage and priority. Playback of a subdialogue ends the Dialogue unless a GoTo jumps elsewhere. See Subdialogues. |
| Line |
The unit of content, with a unique ID. Types: Text, Choice, Reply, GoTo, If/ElseIf/Else, Silence, Cinematic, Comment. Only Text and Reply text is shown in-game. See Line types. |
| Speaker / Listener |
The character who speaks / is spoken to on a line. Characters implement the LBRDialogueCharacter interface. See Characters. |
| Sequence |
An automatic grouping of lines used at generation and playback. Each maps to one generated Sequencer asset. See Sequences. |
From data to a playable scene
Dialogue (data) ──► Generation ──► Sequencer assets (+ audio) ──► Runtime playback
author it build cutscenes one per sequence play in the level
| Concept |
What it is |
| Generation |
The editor-time step that turns a Dialogue into Sequencer assets — cameras, animation, audio, subtitles, events. See Generation. |
| Dialogue Instance |
The actor that plays a Dialogue in a level. Carries the placement/entry settings for a specific occurrence. See Runtime. |
| Stage |
The staging setup (character placement, cameras) a subdialogue uses at generation. Chosen per subdialogue via its Stage Actor Class. |
| Runtime |
Playing a generated Dialogue in-game — staged, over-the-shoulder 3C, or cinematic — via the StartDialogue* entry points. See Runtime and the Blueprint API. |
The logic layer
| Concept |
What it is |
| GPVars |
Gameplay variables (flags and counters) stored on the game instance — the runtime state your dialogues read and write. See GPVars. |
| Conditions |
Blueprint objects evaluated to allow/deny a Reply, a branch (If), or a subdialogue. See Conditions. |
| Flags |
Line/subdialogue metadata (gameplay tag flags) interpreted at generation or play time — e.g. subtitle styling, NoSubtitle, Subtitle3D. See Gameplay tag flags. |
| Dynamic tags |
Gameplay tags generated automatically to identify each Dialogue, Subdialogue, Choice and Reply (root Libretto.Dialogues). See Dynamic tags. |
| Priorities |
Rules that decide what happens when two dialogues compete at runtime. See Priorities. |