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Signal Dialogue

Blueprint display name: Signal Dialogue
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Signals
Exposure: BlueprintCallable

Send a signal to this component’s active Wait for Signal node. Returns true only when the exact tag is accepted. Ignored while paused, before the wait starts, or when the tag differs; signals are not queued. An unconnected Next completes this dialogue or returns from a Sub-Dialogue.

bool SignalDialogue(FGameplayTag Signal);
Parameter Declared type Direction / default Meaning
Signal FGameplayTag Input Exact Gameplay Tag expected by the active Wait for Signal node.

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

Signals release only the matching active wait, not future waits. 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/AdvancedDialogueComponent.cpp