For the complete documentation index, see llms.txt. This page is also available as Markdown.

Scene components reference

Reference for the Convai Chatbot, Player, Object, and Face Sync components — their fields, runtime properties, and how they connect in a scene.

This page is a reference for the four components the Convai plugin provides. Use it while building or debugging your scene. For a step-by-step walkthrough of adding components, see Add your first Convai character.

The Convai Unreal Engine plugin adds four components to Unreal Engine. Each has a distinct role — understanding their responsibilities prevents the most common wiring mistakes.

Component roles

Component
Class
Search name in Add menu
Attach to

Convai Chatbot

UConvaiChatbotComponent

BP Convai ChatBot Component

NPC character Blueprint

Convai Player

UConvaiPlayerComponent

BP Convai Player Component

Player pawn Blueprint

Convai Object

UConvaiObjectComponent

Convai Object

Any in-scene Actor the AI should know about

Convai Face Sync

UConvaiFaceSyncComponent

Convai Face Sync

NPC character Blueprint

BP vs bare component: Searching BP Convai ChatBot Component or BP Convai Player Component adds the Blueprint-wrapped version, which comes pre-wired with push-to-talk input and the chat UI widget. Searching Convai Chatbot or Convai Player adds the bare C++ component — this works but requires you to wire push-to-talk, chat widget, and audio capture yourself.

How the components connect

The UConvaiPlayerComponent and UConvaiChatbotComponent connect through the session managed by UConvaiSubsystem — a game instance subsystem the plugin registers automatically. You do not need to reference the subsystem directly in most Blueprint setups.

Component details

UConvaiChatbotComponent is the AI brain for a non-player character. It holds the CharacterID that links the component to a character you created on the Convai dashboard. At runtime it connects to Convai, receives player speech or text from a UConvaiPlayerComponent, and streams the response back.

Editable Details panel fields:

Field
Default
Description

CharacterID

(empty)

Required. The unique ID from the Convai dashboard that identifies which character this component represents.

bAutoInitializeSession

true

When true, the component connects to Convai automatically on BeginPlay. Set to false to call StartSession() manually.

InterruptVoiceFadeOutDuration

1.0

Seconds over which the character's speech audio fades out when InterruptSpeech is called. 0 cuts audio immediately. See Configure character audio.

Runtime value (read-only): CharacterName is populated from the character's dashboard configuration once the session loads. It is BlueprintReadOnly — readable in Blueprint but not editable in the Details panel. Manage character configuration in the Convai dashboard.

Useful runtime functions (Blueprint-callable):

Function
Blueprint display name
Returns
Description

GetIsTalking()

Is Talking

bool

true while the character is speaking.

IsInConversation()

bool

true while an active conversation session exists (listening, processing, or talking).

IsListening() and IsProcessing() are exposed in Blueprint but currently return false in the plugin source. Use GetIsTalking() and IsInConversation() for reliable state checks until those functions are implemented.

Blueprint events fired by this component:

Event
Description

OnActionReceivedEvent_V2

The character has determined actions to perform.

OnEmotionStateChangedEvent

The character's emotional state has updated.

OnCharacterDataLoadEvent_V2

Character metadata from the dashboard is ready.

OnNarrativeSectionReceivedEvent

A narrative design section was triggered.

OnInteractionIDReceivedEvent

A new interaction was assigned an ID.

OnInterruptedEvent

The character's speech was interrupted by new player input.

OnFailureEvent

A network or authentication error occurred.

The CharacterID field is the only required field. All other fields have usable defaults.

Blueprint wrappers

The plugin ships Blueprint-wrapped versions of each component in Content/. Use these instead of the bare C++ components — they include push-to-talk input binding, chat widget integration, and audio capture out of the box.

Asset
Content path
What it includes

BP_ConvaiChatbotComponent (BP Convai ChatBot Component)

ConvaiConveniencePack/ConvaiBPComponent/

UConvaiChatbotComponent pre-wired with push-to-talk and Chat_WB.

BP_ConvaiPlayerComponent (BP Convai Player Component)

ConvaiConveniencePack/ConvaiBPComponent/

UConvaiPlayerComponent pre-wired with push-to-talk, Chat_WB, and UISelection.

BP_ConvaiSamplePlayer

ConvaiConveniencePack/Sample/

Sample player pawn with BP_ConvaiPlayerComponent attached.

BP_SampleGameMode

ConvaiConveniencePack/Sample/

Game mode that sets BP_ConvaiSamplePlayer as the default pawn.

BP_Convai3DWidgetComponent / WBP_3DChatWidget

ConvaiConveniencePack/3DWidget/

In-world 3D chat UI widget component.

Chat_WB / MicSettings_WB

Widgets/

Screen-space chat overlay and microphone settings panel.

ConvaiPlayerWithVoiceActivation

Core/

Player pawn with voice-activation (VAD) enabled by default.

Next steps

Validate your setupConfigure conversation input

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