Stop Dialogue
Blueprint display name: Stop Dialogue
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Lifecycle
Exposure: BlueprintCallable
What it does
Section titled “What it does”Stop the session including nested dialogues. No effect when inactive. Does not clear variables or memory.
C++ declaration
Section titled “C++ declaration”void StopDialogue();Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”No declared parameters beyond the implicit instance target (where applicable).
Return: No return value (void). 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