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Was Node Visited

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

True if this asset and node GUID have recorded visits on this component. False for missing history or invalid input. Not disk persistence.

bool WasNodeVisited(UAdvancedDialogueAsset* Dialogue, FGuid NodeId) const;
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.

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
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp