# DBS Documentation

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**Dialogue Branch System (DBS)** lets you create **branching dialogues directly inside the Blueprint Event Graph** - no data tables, no external editors, and no additional tools to learn.

Design dialogue flow visually as a **state machine**, connect it with gameplay logic, and debug everything directly in Blueprint.

Built in **C++ for performance and extensibility**, DBS works equally well for **Blueprint-only projects and large productions that require deep customization**.

**Dialogue Creation**

* **Visual Dialogue Creation in Blueprint Graphs**\
  Build branching dialogues directly inside the Blueprint Event Graph - no external editors or data tables required.
* **Reusable Dialogue Nodes**\
  Create template nodes with custom logic and reuse them across multiple dialogues.
* **Multi-Actor Dialogues**\
  Support for conversations involving multiple characters or entities.
* **Flexible Dialogue Conditions**\
  Define conditions for dialogue lines, player responses, and dialogue flow based on the current game state.

**Gameplay Integration**

* **Gameplay Event Triggers**

  Execute gameplay events at any point in the dialogue - start quests, give items, change states, or trigger custom logic.
* **Dialogue State Saving**

  Built-in dialogue history and tools to restore dialogue states according to your gameplay logic.

**UI & Presentation**

* **Ready-to-Use UI Example**

  Includes a fully functional dialogue UI that you can use as-is, modify, or replace with your own implementation.
* **Rich Text & Localization**

  Support for stylized text and Unreal Engine’s standard localization system.

**Development Tools**

* **Debugging & Logging Tools**

  Debug dialogues with Blueprint breakpoints, in-game logs, Output Log messages, and built-in graph search tools.
* **Visual Graph Customization**

  Customize the color scheme of dialogue nodes and visual elements to better match your project.

**Extensibility**

* **Full C++ and Blueprint Extensibility**

  Extend dialogue nodes, logic, and behavior in both C++ and Blueprints to adapt the system to your project.


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