Evaluate Dialogue Condition
Blueprint display name: Evaluate Dialogue Condition
Declaring type: UAdvancedDialogueConditionProvider
Blueprint category: Dialogue|Conditions|Providers
Exposure: BlueprintCallable / BlueprintNativeEvent
What it does
Section titled “What it does”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.
C++ declaration
Section titled “C++ declaration”bool EvaluateDialogueCondition(FGameplayTag Condition, UAdvancedDialogueComponent* DialogueComponent);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| 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.
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/AdvancedDialogueInterfaces.h - No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.