Get Current Node Type
Blueprint display name: Get Current Node Type
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Current
Exposure: BlueprintPure
What it does
Section titled “What it does”False when no runtime node exists. Read Node Type only when the return value is true.
C++ declaration
Section titled “C++ declaration”bool GetCurrentNodeType(EAdvancedDialogueNodeType& NodeType) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
NodeType |
EAdvancedDialogueNodeType& |
Output (non-const reference) | The node type returned by the query when successful. |
Return: bool. 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 - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp