Release Dialogue Camera
Blueprint display name: Release Dialogue Camera
Declaring type: UAdvancedDialogueCameraProvider
Blueprint category: Dialogue|Camera
Exposure: BlueprintCallable / BlueprintNativeEvent
What it does
Section titled “What it does”Release the active dialogue camera and restore the previous gameplay camera.
C++ declaration
Section titled “C++ declaration”void ReleaseDialogueCamera(const FGuid& RequestId, float BlendOutTime);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
RequestId |
const FGuid& |
Input | Identifier of a camera request to release. |
BlendOutTime |
float |
Input | Camera blending-out duration in seconds. |
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.