Can Start Dialogue At Entry
Blueprint display name: Can Start Dialogue At Entry
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Lifecycle|Entry Points
Exposure: BlueprintCallable
What it does
Section titled “What it does”Check the asset and exact entry tag without starting or stopping. May prepare runtime data. False means the asset, entry tag or target is invalid.
C++ declaration
Section titled “C++ declaration”bool CanStartDialogueAtEntry(UAdvancedDialogueAsset* Dialogue, FGameplayTag EntryPoint);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
Dialogue |
UAdvancedDialogueAsset* |
Input | Dialogue Asset used by this lifecycle, memory or query operation. |
EntryPoint |
FGameplayTag |
Input | Exact named entry Gameplay Tag; there is no START fallback. |
Return: bool. As a callable function it can be invoked from an appropriate Blueprint instance, using standard execution flow.
Usage context
Section titled “Usage context”Start or manage a dialogue session on the owning component. For a larger workflow, see the Quick Start.
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/AdvancedDialogueComponent.h - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp