Has Entry Point
Blueprint display name: Has Entry Point
Declaring type: UAdvancedDialogueAsset
Blueprint category: Dialogue|Assets|Entry Points
Exposure: BlueprintPure
What it does
Section titled “What it does”Check whether the exact entry tag exists in runtime data. Use Can Start Dialogue At Entry to check runtime readiness and target validity.
C++ declaration
Section titled “C++ declaration”bool HasEntryPoint(FGameplayTag EntryPoint) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| 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.
Usage context
Section titled “Usage context”Read asset/configuration data; compiled asset data is not the same as graph editing. For a larger workflow, see the feature guide.
Validation, prerequisites and limitations
Section titled “Validation, prerequisites and limitations”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.
Source references
Section titled “Source references”- Declaration:
Source/AdvancedDialogue/Public/AdvancedDialogueAsset.h - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueAsset.cpp