LTM Blueprint reference
Reference for Unreal long-term memory Blueprint nodes, Speaker ID data, component properties, and session fields used during startup.
This reference lists the public long-term memory surface in the Convai Unreal Engine plugin. LTM management nodes are in the Convai|LTM Blueprint category.
For connect-time identity, the plugin reads EndUserID and EndUserMetadata from UConvaiChatbotComponent through IConvaiConnectionInterface when StartSession builds connection parameters. Set these values on the chatbot component before calling StartSession.
LTM nodes
All nodes on this page are async proxy nodes. Each node exposes On Success and On Failure delegates.
Convai Create Speaker ID
Creates a Speaker ID record.
Speaker Name
FString input
Human-readable speaker name. Empty values fail before the request is sent.
Device Id
FString input
Optional device identifier. Omitted from the request when empty.
On Success
FConvaiSpeakerInfo delegate
Returns the created speaker record.
On Failure
FConvaiSpeakerInfo delegate
Returns an empty FConvaiSpeakerInfo.
C++ factory
UConvaiCreateSpeakerID::ConvaiCreateSpeakerIDProxy(FString SpeakerName, FString DeviceId)
Static factory used by the Blueprint node.
Source validation logs Speaker name is empty when Speaker Name is empty.
Convai List Speaker IDs
Lists Speaker ID records associated with the configured API key.
On Success
TArray<FConvaiSpeakerInfo> delegate
Returns the speaker list.
On Failure
TArray<FConvaiSpeakerInfo> delegate
Returns an empty array.
C++ factory
UConvaiListSpeakerID::ConvaiListSpeakerIDProxy()
Static factory used by the Blueprint node.
Convai Delete Speaker ID
Deletes a Speaker ID record.
Speaker ID
FString input
Speaker record identifier to delete. Empty values fail before the request is sent.
On Success
FString delegate
Returns the response string.
On Failure
FString delegate
Returns Http req failed.
C++ factory
UConvaiDeleteSpeakerID::ConvaiDeleteSpeakerIDProxy(FString SpeakerID)
Static factory used by the Blueprint node.
Convai Get LTM Status
Returns the LTM enabled state for a character.
Character ID
FString input
Character ID from the Convai dashboard. Empty values fail before the request is sent.
On Success
bool delegate named Status
Returns true when LTM is enabled and false when disabled.
On Failure
bool delegate named Status
Returns false.
C++ factory
UConvaiGetLTMStatus::ConvaiGetLTMStatusProxy(FString CharacterID)
Static factory used by the Blueprint node.
Convai Set LTM Status
Enables or disables LTM for a character by sending a memorySettings.enabled update.
Character ID
FString input
Character ID from the Convai dashboard. Empty values fail before the request is sent.
B Enable
bool input
true enables LTM; false disables it.
On Success
FString delegate
Returns the response string.
On Failure
FString delegate
Returns the response string available to the proxy.
C++ factory
UConvaiSetLTMStatus::ConvaiSetLTMStatusProxy(FString CharacterID, bool bEnable)
Static factory used by the Blueprint node.
Data structures
FConvaiSpeakerInfo
SpeakerID
FString
Speaker Info
Identifier to save and reuse as EndUserID.
Name
FString
Speaker Info
Speaker name returned by Convai.
DeviceID
FString
Speaker Info
Device identifier returned by Convai.
UConvaiChatbotComponent
Blueprint display name: Convai Chatbot.
EndUserID
FString
BlueprintReadWrite, EditAnywhere, category Convai
Player identity sent at connect time through GetEndUserID(). Set this before StartSession.
EndUserMetadata
FString
BlueprintReadWrite, EditAnywhere, category Convai
Optional JSON string sent at connect time through GetEndUserMetadata().
SessionID
FString
BlueprintReadWrite, category Convai, Replicated
Local conversation link marker. Default is "-1". Cleared by ResetConversation(). Not sent by WebRTC StartSession.
ResetConversation()
void
BlueprintCallable, category Convai
Sets SessionID to "-1".
StartSession()
void
BlueprintCallable, category `Convai
Session`
UConvaiChatbotComponent implements IConvaiConnectionInterface. Its GetEndUserID() and GetEndUserMetadata() overrides return the component properties.
UConvaiPlayerComponent
Blueprint display name: Convai Player.
EndUserID
FString
EditAnywhere, category Convai, Replicated, BlueprintSetter = SetEndUserID
Player identity on the player component. Set to match the chatbot value for project consistency.
SetEndUserID()
void (FString NewEndUserID)
BlueprintCallable, BlueprintInternalUseOnly, category Convai
Sets EndUserID. Calls SetEndUserIDServer() when the component is replicated.
SetEndUserIDServer()
void (const FString& NewEndUserID)
Server, Reliable, category `Convai
Network`
EndUserMetadata
FString
EditAnywhere, category Convai, Replicated, BlueprintSetter = SetEndUserMetadata
Optional JSON metadata. Set to match the chatbot value.
SetEndUserMetadata()
void (FString NewEndUserMetadata)
BlueprintCallable, BlueprintInternalUseOnly, category Convai
Sets EndUserMetadata. Calls SetEndUserMetadataServer() when the component is replicated.
SetEndUserMetadataServer()
void (const FString& NewEndUserMetadata)
Server, Reliable, category `Convai
Network`
Source note: UConvaiPlayerComponent declares EndUserID and EndUserMetadata with replication metadata and server RPC setters. In the current source, GetLifetimeReplicatedProps() registers PlayerName; it does not register EndUserID or EndUserMetadata.
Device fallback utility
UConvaiUtils::GetDeviceUniqueIdentifier()
`Convai
Utilities`
Source files
Source/Convai/Public/RestAPI/ConvaiLTMProxy.hSource/Convai/Private/RestAPI/ConvaiLTMProxy.cppSource/Convai/Public/ConvaiDefinitions.hSource/Convai/Private/ConvaiDefinitions.cppSource/Convai/Public/ConvaiChatbotComponent.hSource/Convai/Private/ConvaiChatbotComponent.cppSource/Convai/Public/ConvaiPlayerComponent.hSource/Convai/Private/ConvaiPlayerComponent.cppSource/Convai/Public/ConvaiConnectionInterface.hSource/Convai/Public/ConvaiUtils.h
Related pages
End-user identitySpeaker ID managementConfigure memory for a characterLast updated
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