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Get Current Node Type

Blueprint display name: Get Current Node Type
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Current
Exposure: BlueprintPure

False when no runtime node exists. Read Node Type only when the return value is true.

bool GetCurrentNodeType(EAdvancedDialogueNodeType& NodeType) const;
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.

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
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp