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OnDialogueEventRequested

Member: UAdvancedDialogueComponent::OnDialogueEventRequested
Delegate type: FAdvancedDialogueEventRequested
Exposure: UPROPERTY(BlueprintAssignable)

Handle a gameplay event tag here or through AdvancedDialogueEventProvider. Both routes run if both are configured; avoid executing the same action twice.

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(
FAdvancedDialogueEventRequested,
FGameplayTag, Event
);

The delegate macro contains the following type/name pairs, as authored in source:

Type Parameter name
FGameplayTag Event

Bind using the component or camera component instance that owns this dispatcher, not an unrelated Actor. The notification is not a guarantee that the associated gameplay consequence succeeded unless its contract says so.

  • Property: Source/AdvancedDialogue/Public/AdvancedDialogueComponent.h
  • Delegate signature: Source/AdvancedDialogue/Public/AdvancedDialogueComponent.h