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Get Expression Portrait

Blueprint display name: Get Expression Portrait
Declaring type: UAdvancedDialogueSpeaker
Blueprint category: Dialogue|Speaker|Expressions
Exposure: BlueprintPure

Portrait for the resolved requested/default expression, falling back to the speaker portrait. Null if no portrait exists.

UTexture2D* GetExpressionPortrait(FGameplayTag Expression) const;
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.

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/AdvancedDialogueSpeaker.h
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueSpeaker.cpp