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Capture Dialogue State

Blueprint display name: Capture Dialogue State
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Save
Exposure: BlueprintCallable

Capture narrative progress and any active conversation into Dialogue State. Does not write a file or stop playback. Store the output in your SaveGame and save it to a slot. Call outside dialogue callbacks, after the current transition finishes. On failure, inspect Failure Reason and do not overwrite your previous save.

bool CaptureDialogueState(FAdvancedDialogueSaveState& DialogueState, FText& FailureReason) const;
Parameter Declared type Direction / default Meaning
DialogueState FAdvancedDialogueSaveState& Output (non-const reference) Dialogue snapshot to restore or an output snapshot to save.
FailureReason FText& Output (non-const reference) Human-readable failure detail when the return value indicates failure.

Return: bool. As a callable function it can be invoked from an appropriate Blueprint instance, using standard execution flow.

Capture/restore component state through the game SaveGame flow; this call does not write a save slot. 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/AdvancedDialogueComponent.h
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueComponentSave.cpp