Apply Dialogue Camera
Blueprint display name: Apply Dialogue Camera
Declaring type: UAdvancedDialogueCameraProvider
Blueprint category: Dialogue|Camera
Exposure: BlueprintCallable / BlueprintNativeEvent
What it does
Section titled “What it does”Apply a dialogue camera request. Resolve the speaker tag to an Actor in the game-specific camera system.
C++ declaration
Section titled “C++ declaration”void ApplyDialogueCamera(const FAdvancedDialogueCameraRequest& Request);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
Request |
const FAdvancedDialogueCameraRequest& |
Input | Camera request/settings handed to the camera provider. |
Return: No return value (void). This is an overridable Blueprint event/interface contract; the editor event/function representation depends on the containing interface or class.
Usage context
Section titled “Usage context”Set up the relevant interface/provider instance before a dialogue requests it. 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/AdvancedDialogueCamera.h - No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.