Restore Dialogue State
Blueprint display name: Restore Dialogue State
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Save
Exposure: BlueprintCallable
What it does
Section titled “What it does”Restore narrative progress. Resume Active Dialogue defaults to false: no conversation is opened. If true, also resume the saved conversation. Call ONLY after the level and gameplay state are loaded, Speaker Actors linked, and widget/providers ready. Does not load levels or spawn Actors or link speakers. Stop any current dialogue first. False reports Failure Reason; validation failures leave progress unchanged.
C++ declaration
Section titled “C++ declaration”bool RestoreDialogueState(const FAdvancedDialogueSaveState& DialogueState, FText& FailureReason, UPARAM(meta=(ToolTip="False: restore progress only. True: also resume the saved conversation after the level, gameplay state, Speaker Actor links, widget and providers are ready.")) bool bResumeActiveDialogue = false);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
DialogueState |
const FAdvancedDialogueSaveState& |
Input | 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. |
bResumeActiveDialogue |
bool |
Input · default: false |
Whether to resume the saved active conversation; false restores progress only. |
Return: bool. As a callable function it can be invoked from an appropriate Blueprint instance, using standard execution flow.
Usage context
Section titled “Usage context”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.
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/AdvancedDialogueComponent.h - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueComponentSave.cpp