Was Node Visited
Blueprint display name: Was Node Visited
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Memory
Exposure: BlueprintPure
What it does
Section titled “What it does”True if this asset and node GUID have recorded visits on this component. False for missing history or invalid input. Not disk persistence.
C++ declaration
Section titled “C++ declaration”bool WasNodeVisited(UAdvancedDialogueAsset* Dialogue, FGuid NodeId) 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. |
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.
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