Get Current Node Id
Blueprint display name: Get Current Node Id
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Current
Exposure: BlueprintPure
What it does
Section titled “What it does”Current node GUID. Pair with Get Active Dialogue to identify its asset. Invalid when no node is active.
C++ declaration
Section titled “C++ declaration”FGuid GetCurrentNodeId() const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”No declared parameters beyond the implicit instance target (where applicable).
Return: FGuid. As a BlueprintPure function it is an expression node without execution pins.
Usage context
Section titled “Usage context”Read runtime presentation and state; do not use invalid IDs after the session changes. 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/AdvancedDialogueComponent.h - No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.