Get Expression Portrait
Blueprint display name: Get Expression Portrait
Declaring type: UAdvancedDialogueSpeaker
Blueprint category: Dialogue|Speaker|Expressions
Exposure: BlueprintPure
What it does
Section titled “What it does”Portrait for the resolved requested/default expression, falling back to the speaker portrait. Null if no portrait exists.
C++ declaration
Section titled “C++ declaration”UTexture2D* GetExpressionPortrait(FGameplayTag Expression) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
Expression |
FGameplayTag |
Input | Expression tag for the speaker lookup. |
Return: UTexture2D*. As a BlueprintPure function it is an expression node without execution pins.
Usage context
Section titled “Usage context”Use exact Speaker Asset identities; physical Actor links are independent of display identity. 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/AdvancedDialogueSpeaker.h - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueSpeaker.cpp