For convenience, most Consequence settings live inside your project at Consequence.app, so that you can easily change them any time.
However, some settings are better inside your Unreal Engine project, usually because they refer to specific project files or directories or are Unreal-specific.
Editor Settings are only for functionality and content not available inside your packaged game. Find these settings inside Project Settings → Plugins → Consequence Editor Settings.
| Setting | Description |
|---|---|
| Consequence Export JSON Directory | The directory where Consequence Client submits ConsequenceExport.json. We recommend keeping this outside the Content directory, preferably in a Consequence folder at the same level as Content, which is the default. The directory will be created on first import if it does not exist. |
| Consequence String Tables Directory | The directory containing all Unreal String Tables that Consequence should access, including the UI_Consequence table reserved for Strings created in Consequence. E.g. ../../../[YourProject]/Content/UI/StringTables |
| Consequence Audio Event Parent Directory | If set, specifies the top-level directory containing VO audio Event assets to associate with Consequence Lines. E.g. ../../../[YourProject]/Content/Audio/Events/VO |
| Consequence Facial Animation Parent Directory | If set, specifies the top-level directory containing facial-animation assets to associate with Consequence Lines. E.g. ../../../[YourProject]/Content/Animation/FacialAnimation |
| Consequence Facial Animation Asset UID Prefix | The text immediately preceding the six-digit Consequence Line UID in a facial-animation asset name. For example, with the prefix faceanim, an asset might be named export_faceanim_001234. |
| Consequence Facial Animation Female Asset UID Prefix | The equivalent UID prefix for female-gendered facial animations used by Characters whose gender can vary at runtime. The default is gender_f_faceanim. |
| Database Submit Message | The Source Control submit message used when the Unreal import submits modified Consequence data and assets. The default is ## Consequence\r\n- Consequence database import. |
| Show Consequence Button In Level Editor Toolbar | Whether to show the Consequence button in the Level Editor toolbar. The same window is also available from Build → Consequence in the main menu. |
Runtime Settings are settings your finished game needs to access while it is running. Find these settings inside Project Settings → Plugins → Consequence Runtime Settings.
Core Configuration
| Setting | Description |
|---|---|
| Consequence Database Asset | Points to your Consequence Database inside your project, which contains the runtime data imported from Consequence. Follow Unreal Engine Plugin Installation for how to create it. See Consequence Data in Unreal Engine for more information about the data it contains. |
| Scripting Manager Class | An optional Blueprint class inheriting from ConsequenceScriptingManager. Consequence creates and manages this object at runtime and uses it to expose project-specific hooks for Payload operations, query context, subtitle behavior, speaker selection and other custom logic. See Consequence Scripting Manager for more information. |
Facts and Saved Data
| Setting | Description |
|---|---|
| Use Consequence Default Data Manager | Whether to use the Default Data Manager, Consequence's built-in solution for Fact, Fact Value and played-dialogue storage. This option can be turned off if you implement the IConsequenceFactSource and IConsequenceSavedEventDataSource interfaces to manage saved Event and Fact data in your own game systems. See Facts and Game State for more information. |
Subtitles
| Setting | Description |
|---|---|
| Auto Create Consequence Subtitle Widget | Whether Consequence should automatically create the configured Subtitle Widget and add it to the viewport when a new game world starts. You can supply your own Subtitle Widget Class and still use this option. |
| Print Debug String Subtitles | Whether to print simple debug subtitles to the screen. Useful while integrating or debugging dialogue when the normal subtitle widget is not in use or operable. |
| Subtitle Widget Class | The ConsequenceSubtitleWidget class to create when Auto Create Consequence Subtitle Widget is enabled. This can be the supplied Consequence widget Blueprint or your own Blueprint child class. See Subtitle Widgets for more information. |
| SFX Character Tag | Subtitles spoken by this Consequence Character hide the Character name by default. This defaults to the SFX Character and is useful for closed-caption sound effects such as explosions, music or other non-spoken sounds that should appear in the primary subtitle display. |
| Foreground Subtitle Attenuation | The distance beyond which subtitles for foreground dialogue will not be displayed. This can be matched to your dialogue audio attenuation so subtitles do not appear for dialogue that the player can no longer hear. Set to 0 or below to disable foreground subtitle attenuation. |
| Background Subtitle Attenuation | The equivalent subtitle attenuation distance for dialogue playing with the Background option. This can be configured separately if ambient or background dialogue uses a different audio attenuation distance. Set to 0 or below to disable background subtitle attenuation. |
See Subtitle Widgets for more information about integrating and customizing the subtitle system.
Dialogue
| Setting | Description |
|---|---|
| Speaker Audio Component Tag | If set, Consequence looks for an audio component with this tag on the speaking Actor and posts the audio event on that component. If set to None, Consequence posts the event on the Actor and allows the active audio implementation to select the appropriate component. |
| Dialogue Asset Async Load Priority | The priority passed to Unreal's streaming system when loading audio and facial-animation assets at the start of dialogue Events. Higher values indicate higher priority. Increase this if dialogue is being delayed behind larger or higher-priority asset loads. |
| Ignore Stub Lines | When enabled, Lines in the Stub writing status are skipped during conversations and are not considered during Barks or branching Line selection. |
| Log Message For Missing Audio Events | When enabled, Consequence logs a debug message whenever a dialogue Line must estimate its duration because no audio Event asset is associated with it. |
| Pause Dialogue With Game | When enabled, Consequence dialogue Events stop ticking while the game is paused. |
Audio
| Setting | Description |
|---|---|
| Wwise End Of Event Grace Seconds | The number of seconds beyond a Line's expected duration before Consequence advances the conversation if it has not received the Wwise end-of-event callback. This acts as a fallback for cases such as Wwise voice starvation. Set to a value below 0 to disable the fallback timeout. |
| Audio Processors To Play On Global Object | Audio Processors listed here post their audio Events on the global audio object rather than on an Actor in world space. |
Facial Animation
| Setting | Description |
|---|---|
| Facial Animation Pre Roll Time | The time in seconds that facial animation starts before dialogue audio, allowing the face to reach its initial pose before speech begins. Default: 0.125 seconds. |
| Facial Animation Slot Name | The Animation Blueprint slot used when playing Consequence facial animations as dynamic montages. |
Randomness
| Setting | Description |
|---|---|
| Use Fair Randomness Shuffler | Enables Consequence's fair-randomness system for Trigger chance rolls. Rather than making each roll independently, Consequence uses shuffled decks designed to reduce undesirable streakiness while preserving the requested chance as closely as possible. |
| Shuffler Minimum Deck Size | The minimum deck size used by the fair-randomness system. Smaller decks produce more regular distributions for simple percentages, while larger minimum deck sizes permit more natural short-term variation and streaks. Default: 2. |
| Shuffler Error Tolerance | The maximum percentage-point error allowed between the requested Trigger chance and the probability represented by a candidate shuffle deck before Consequence searches for a more accurate deck size. Default: 0.6. |