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Has Entry Point

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

Check whether the exact entry tag exists in runtime data. Use Can Start Dialogue At Entry to check runtime readiness and target validity.

bool HasEntryPoint(FGameplayTag EntryPoint) const;
Parameter Declared type Direction / default Meaning
EntryPoint FGameplayTag Input Exact named entry Gameplay Tag; there is no START fallback.

Return: bool. 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