Signal Dialogue
Blueprint display name: Signal Dialogue
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Signals
Exposure: BlueprintCallable
What it does
Section titled “What it does”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.
C++ declaration
Section titled “C++ declaration”bool SignalDialogue(FGameplayTag Signal);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| 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.
Usage context
Section titled “Usage context”Signals release only the matching active wait, not future waits. 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/AdvancedDialogueComponent.cpp