> For the complete documentation index, see [llms.txt](https://docs.convai.com/api-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.convai.com/api-docs/zh/cha-jian-yu-ji-cheng/unreal-engine/blueprints-reference/convai-environment.md).

# Convai 环境

**Convai 环境** 作为……的输入 `StartTalking()` 或 `SendText()` 在……中的函数 [Convai 玩家](/api-docs/zh/cha-jian-yu-ji-cheng/unreal-engine/blueprints-reference/convai-player.md) 组件中，它允许角色生成动作。

{% hint style="info" %}
A **Convai 环境** 对象必须具有一个 **主角** 设置，才会被视为有效。
{% endhint %}

<figure><img src="/files/92650d6fc2aece7c6c9f8524fae26ac2fe59ef32" alt=""><figcaption><p><strong>Convai Environment 类</strong> 蓝图函数示意图 - 为提高可见性，省略了一些函数。</p></figcaption></figure>

## 函数

<table><thead><tr><th width="347.3333333333333">函数</th><th width="98">返回</th><th>说明</th></tr></thead><tbody><tr><td><code>CreateConvaiEnvironment()</code></td><td>UConvaiEnvironment*</td><td>创建一个 Convai Environment 对象。</td></tr><tr><td><code>SetMainCharacter(FConvaiObjectEntry InMainCharacter)</code></td><td>void</td><td>分配发起对话的主角色，通常是玩家角色，除非对话涉及非玩家角色彼此交谈。</td></tr><tr><td><code>AddAction(FString Action)</code></td><td>void</td><td>向 Environment 对象添加一个动作</td></tr><tr><td><code>AddActions(TArray ActionsToAdd)</code></td><td>void</td><td>向 Environment 对象添加一个动作数组</td></tr><tr><td><code>RemoveAction(FString Action)</code></td><td>void</td><td>从环境对象中移除一个动作。</td></tr><tr><td><code>RemoveActions(TArray ActionsToRemove)</code></td><td>void</td><td>从 Environment 对象中移除一个动作数组</td></tr><tr><td><code>ClearAllActions()</code></td><td>void</td><td>从 Environment 对象中移除所有动作。</td></tr><tr><td><code>AddObject(FConvaiObjectEntry Object)</code></td><td>void</td><td>向 Environment 对象添加一个对象</td></tr><tr><td><code>AddObjects(TArray ObjectsToAdd)</code></td><td>void</td><td>向 Environment 对象添加一个对象数组</td></tr><tr><td><code>RemoveObject(FString ObjectName)</code></td><td>void</td><td>从环境对象中移除一个对象。</td></tr><tr><td><code>RemoveObjects(TArray ObjectNamesToR</code>移除)</td><td>void</td><td>从 Environment 对象中移除一个对象数组</td></tr><tr><td><code>ClearObjects()</code></td><td>void</td><td>从 Environment 对象中移除所有对象。</td></tr><tr><td><code>AddCharacter(FConvaiObjectEntry Character)</code></td><td>void</td><td>向 Environment 对象添加一个角色</td></tr><tr><td><code>AddCharacters(TArray CharactersToAdd)</code></td><td>void</td><td>向 Environment 对象添加一个角色数组</td></tr><tr><td><code>RemoveCharacter(FString CharacterName)</code></td><td>void</td><td>从环境对象中移除一个角色。</td></tr><tr><td><code>RemoveCharacters(TArray CharacterNamesToRemove)</code></td><td>void</td><td>从 Environment 对象中移除一个角色数组</td></tr><tr><td><code>ClearCharacters()</code></td><td>void</td><td>从 Environment 对象中移除所有角色。</td></tr></tbody></table>


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