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Was Node Visited This Run

Blueprint display name: Was Node Visited This Run
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Memory|Current Run
Exposure: BlueprintPure

Whether this node GUID was visited in this run, including nested dialogues. Reset on next session start or Clear Dialogue Memory.

bool WasNodeVisitedThisRun(FGuid NodeId) const;
Parameter Declared type Direction / default Meaning
NodeId FGuid Input Stable GUID of a node; pair it with the relevant Dialogue Asset when applicable.

Return: bool. As a BlueprintPure function it is an expression node without execution pins.

Narrative memory is separate from current variables and persistent save slots. For a larger workflow, see the feature guide.

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
  • No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.