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Can Start Dialogue At Entry

Blueprint display name: Can Start Dialogue At Entry
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Lifecycle|Entry Points
Exposure: BlueprintCallable

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.

bool CanStartDialogueAtEntry(UAdvancedDialogueAsset* Dialogue, FGameplayTag EntryPoint);
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.

Start or manage a dialogue session on the owning component. For a larger workflow, see the Quick Start.

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.

  • Declaration: Source/AdvancedDialogue/Public/AdvancedDialogueComponent.h
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp