B1MobileMessage
- Runtime representation of a single mobile message entry in a conversation thread.
* Stores the message text, read/send state, response data, scripts, and custom response information.
| Property | Type | Description | Metadata |
|---|---|---|---|
| MessageId | FString | Unique runtime ID for this message instance within the conversation thread. | |
| DeathReasonTextId | FString | String table key of the death cause injected into the obituary body when the text is formatted. Empty omits the cause. | |
| MessageText | FText | Localized display text of the message body. | |
| bIsSend | bool | Whether this message was sent by the player (true) or received from another character (false). | |
| bNeedResponse | bool | Whether this message is awaiting a response from the player. | |
| bNeedResponseReply | bool | Whether this message requires a follow-up reply after the player's response. | |
| bIsRead | bool | Whether the player has opened and read this message. | |
| bIsPlainText | bool | Whether this message was created from a plain text string rather than a string table entry. | |
| bIsWait | bool | Whether this message is waiting for a script to resolve before being displayed. | |
| WaitScriptIds | TArray | IDs of the scripts that must complete before this message's wait state resolves. | |
| DelayTime | float | Real-time delay in seconds before this message is displayed in the conversation UI. | |
| RelationShipStatId | FName | ID of the relationship stat modified when the player responds to this message. | |
| RelationShipPoint | float | Amount by which the relationship stat changes when the player responds. | |
| TimeStamp | FDateTime | Real-world timestamp recording when this message was created or received. | |
| ResponseTimeout | int32 | Time in in-game minutes before the response window expires; -1 means no timeout. | |
| PositiveAnswerDeadlineTicks | int64 | Absolute in-game tick deadline for accepting a positive answer; -1 means no deadline. | |
| ReceivedScriptIds | TArray | Scripts executed when this message is received by the target. | |
| OpenScriptIds | TArray | Scripts executed when the player opens and reads this message. | |
| PoolId | FName | ID of the message pool from which this message was selected. | |
| bUseSendTable | bool | Whether this message was created from a send message table (player-initiated). | |
| bCanStartNewChat | bool | Whether starting a new chat conversation is allowed after this message; only valid when the other party is not a system. | |
| bSetResponseTimer | bool | Whether the response timer has been set for this message. | |
| bIsIgnored | bool | Whether the other character ignored this message instead of responding. | |
| SendResponse | FB1MobileMessageSendData | Response data selected for this message in a player-initiated send flow. | |
| CustomResponse | FB1MobileMessageCustomResponse | Custom response data associated with this message when it originates from a custom message table row. | |
| bIsNeedConvertMessage | bool | Whether the message text requires runtime conversion to insert dynamic content. |
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See alsoMobile
- EB1MobileMessageBaseObject
- MobileMessage Data Guide
- MobileMessageParties Data Guide
- MobileMessageReward Data Guide
- MobileMessageSystem Data Guide
- FB1MobileCallTableRow
- FB1MobileContactMap
- FB1MobileMessageCooltimeMap
- FB1MobileMessageCustomResponse
- FB1MobileMessageData
- FB1MobileMessageDelayInfo
- FB1MobileMessageList