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OnDialogueStateChanged

Member: UAdvancedDialogueComponent::OnDialogueStateChanged
Delegate type: FAdvancedDialogueStateChanged
Exposure: UPROPERTY(BlueprintAssignable)

Runtime state changed. Use this to react to pause/resume; game-managed audio must handle pause itself.

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

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