OnDialogueStateChanged
Member: UAdvancedDialogueComponent::OnDialogueStateChanged
Delegate type: FAdvancedDialogueStateChanged
Exposure: UPROPERTY(BlueprintAssignable)
Runtime purpose
Section titled “Runtime purpose”Runtime state changed. Use this to react to pause/resume; game-managed audio must handle pause itself.
Delegate payload declaration
Section titled “Delegate payload declaration”DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FAdvancedDialogueStateChanged, EAdvancedDialogueState, PreviousState, EAdvancedDialogueState, NewState);The delegate macro contains the following type/name pairs, as authored in source:
| Type | Parameter name |
|---|---|
EAdvancedDialogueState |
PreviousState |
EAdvancedDialogueState |
NewState |
Integration rule
Section titled “Integration rule”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.
Source references
Section titled “Source references”- Property:
Source/AdvancedDialogue/Public/AdvancedDialogueComponent.h - Delegate signature:
Source/AdvancedDialogue/Public/AdvancedDialogueComponent.h