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Evaluate Dialogue Condition

Blueprint display name: Evaluate Dialogue Condition
Declaring type: UAdvancedDialogueConditionProvider
Blueprint category: Dialogue|Conditions|Providers
Exposure: BlueprintCallable / BlueprintNativeEvent

Implement a synchronous true/false condition result for the exact tag. False means the condition failed. Avoid gameplay side effects: evaluation may occur for several choices or branches.

bool EvaluateDialogueCondition(FGameplayTag Condition, UAdvancedDialogueComponent* DialogueComponent);
Parameter Declared type Direction / default Meaning
Condition FGameplayTag Input Condition Gameplay Tag evaluated by the provider.
DialogueComponent UAdvancedDialogueComponent* Input Dialogue Component instance involved in the operation.

Return: bool. This is an overridable Blueprint event/interface contract; the editor event/function representation depends on the containing interface or class.

Set up the relevant interface/provider instance before a dialogue requests it. 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/AdvancedDialogueInterfaces.h
  • No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.