Was Choice Selected This Run
Blueprint display name: Was Choice Selected This Run
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Memory|Current Run
Exposure: BlueprintPure
What it does
Section titled “What it does”Whether this stable Choice GUID was selected in this run. Not a visible index. Reset on next session start or Clear Dialogue Memory.
C++ declaration
Section titled “C++ declaration”bool WasChoiceSelectedThisRun(FGuid ChoiceId) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
ChoiceId |
FGuid |
Input | Stable ID of a dialogue response, independent of its visible index. |
Return: bool. As a BlueprintPure function it is an expression node without execution pins.
Usage context
Section titled “Usage context”Narrative memory is separate from current variables and persistent save slots. For a larger workflow, see the feature guide.
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 - No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.