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Set Speaker Actor

Blueprint display name: Set Speaker Actor
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Speakers
Exposure: BlueprintCallable

Link this exact Speaker Asset to an Actor in the level before starting or resuming a dialogue. Example: SP_Anna and the Anna Actor instance, not its Blueprint class. Call once per speaker on this component; each call replaces only that speaker’s link. None removes it. Optional for text and portraits. Links are not saved: register again after loading a level. Changes apply to future camera requests and line presentations.

void SetSpeakerActor(UAdvancedDialogueSpeaker* Speaker, AActor* Actor);
Parameter Declared type Direction / default Meaning
Speaker UAdvancedDialogueSpeaker* Input Speaker identity as declared by the function signature (asset or tag).
Actor AActor* Input Actor instance associated with the Speaker Asset.

Return: No return value (void). As a callable function it can be invoked from an appropriate Blueprint instance, using standard execution flow.

Use exact Speaker Asset identities; physical Actor links are independent of display identity. 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