Skip to main content
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

Reference

GetEmotion

Retrieves the current emotion state. GetEmotion Blueprint Node

Examples

FInworldEmotion GetEmotion()

Returns

Type: FInworldEmotion Description: The current emotion state structure.

GetEmotionLabel

Retrieves the current emotion label enum value. GetEmotionLabel Blueprint Node

Examples

EInworldEmotionLabel GetEmotionLabel()

Returns

Type: EInworldEmotionLabel Description: The current emotion label enum.

GetEmotionLabelString

Retrieves the emotion label as a human-readable string. GetEmotionLabelString Blueprint Node

Examples

FString GetEmotionLabelString()

Returns

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

SetEmotionLabel

Sets the character’s emotion to a specific label. SetEmotionLabel Blueprint Node

Examples

void SetEmotionLabel(const EInworldEmotionLabel& InEmotionLabel)

Parameters

ParameterTypeDescription
InEmotionLabelconst EInworldEmotionLabel&The new emotion label to set.

UpdateEmotion

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

Examples

void UpdateEmotion()