Get Resolved Display Name
Blueprint display name: Get Resolved Display Name
Declaring type: UAdvancedDialogueSpeaker
Blueprint category: Dialogue|Speaker
Exposure: BlueprintPure
What it does
Section titled “What it does”Display name, falling back to Speaker Tag text and then the asset object name.
C++ declaration
Section titled “C++ declaration”FText GetResolvedDisplayName() const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”No declared parameters beyond the implicit instance target (where applicable).
Return: FText. 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