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Start Dialogue

Blueprint display name: Start Dialogue
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Lifecycle
Exposure: BlueprintCallable

Start at START. Stops the current session before validating the new asset. Invalid input logs an error and leaves the component inactive. Use Can Start Dialogue to check first.

void StartDialogue(UAdvancedDialogueAsset* Dialogue);
Parameter Declared type Direction / default Meaning
Dialogue UAdvancedDialogueAsset* Input Dialogue Asset used by this lifecycle, memory or query operation.

Return: No return value (void). 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