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Execute Dialogue Event

Blueprint display name: Execute Dialogue Event
Declaring type: UAdvancedDialogueEventProvider
Blueprint category: Dialogue|Events|Providers
Exposure: BlueprintCallable / BlueprintNativeEvent

Implement a gameplay reaction to the exact event tag. The component also broadcasts On Dialogue Event Requested; avoid duplicating the same side effect in both handlers.

void ExecuteDialogueEvent(FGameplayTag Event, UAdvancedDialogueComponent* DialogueComponent);
Parameter Declared type Direction / default Meaning
Event FGameplayTag Input Exact Gameplay Tag identifying the requested gameplay event.
DialogueComponent UAdvancedDialogueComponent* Input Dialogue Component instance involved in the operation.

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.

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.