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Get Resolved Display Name

Blueprint display name: Get Resolved Display Name
Declaring type: UAdvancedDialogueSpeaker
Blueprint category: Dialogue|Speaker
Exposure: BlueprintPure

Display name, falling back to Speaker Tag text and then the asset object name.

FText GetResolvedDisplayName() const;

No declared parameters beyond the implicit instance target (where applicable).

Return: FText. 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