Resolve Expression
Blueprint display name: Resolve Expression
Declaring type: UAdvancedDialogueSpeaker
Blueprint category: Dialogue|Speaker|Expressions
Exposure: BlueprintPure
What it does
Section titled “What it does”Use the requested expression if defined; otherwise the defined default expression. Invalid if neither is defined.
C++ declaration
Section titled “C++ declaration”FGameplayTag ResolveExpression(FGameplayTag RequestedExpression) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
RequestedExpression |
FGameplayTag |
Input | Expression Gameplay Tag to resolve against the Speaker Asset. |
Return: FGameplayTag. 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