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Get Entry Points

Blueprint display name: Get Entry Points
Declaring type: UAdvancedDialogueAsset
Blueprint category: Dialogue|Assets|Entry Points
Exposure: BlueprintPure

Named entry tags available in the asset runtime data. Use component Can Start Dialogue At Entry to validate readiness before starting.

TArray<FGameplayTag> GetEntryPoints() const;

No declared parameters beyond the implicit instance target (where applicable).

Return: TArray<FGameplayTag>. As a BlueprintPure function it is an expression node without execution pins.

Read asset/configuration data; compiled asset data is not the same as graph editing. For a larger workflow, see the feature guide.

The reflected declaration and tooltip are confirmed in the provided source. Exact pin layout, widget visibility, gameplay success and cooked-build behavior were not observed in a live Unreal Editor in this environment. Validate against your engine version and inspect failure outputs when present.

  • Declaration: Source/AdvancedDialogue/Public/AdvancedDialogueAsset.h
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueAsset.cpp