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Get Active Dialogue

Blueprint display name: Get Active Dialogue
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|State
Exposure: BlueprintPure

Currently executing asset, possibly a nested Sub-Dialogue rather than the root. Null when inactive.

UAdvancedDialogueAsset* GetActiveDialogue() const;

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

Return: UAdvancedDialogueAsset*. As a BlueprintPure function it is an expression node without execution pins.

Read runtime presentation and state; do not use invalid IDs after the session changes. 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/AdvancedDialogueComponent.h
  • No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.