Was Choice Selected
Blueprint display name: Was Choice Selected
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Memory
Exposure: BlueprintPure
What it does
Section titled “What it does”Whether this asset and stable Choice GUID were selected. Uses a GUID, not a visible index. False without recorded history.
C++ declaration
Section titled “C++ declaration”bool WasChoiceSelected(UAdvancedDialogueAsset* Dialogue, FGuid ChoiceId) const;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. |
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 - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp