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Resolve Expression

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

Use the requested expression if defined; otherwise the defined default expression. Invalid if neither is defined.

FGameplayTag ResolveExpression(FGameplayTag RequestedExpression) const;
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.

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