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Get Start Node Id

Blueprint display name: Get Start Node Id
Declaring type: UAdvancedDialogueAsset
Blueprint category: Dialogue|Assets|Compiled
Exposure: BlueprintPure

Compiled START target GUID. Does not compile the asset. Invalid when no compiled target is available.

FGuid GetStartNodeId() const;

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

Return: FGuid. 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
  • No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.