Get Current Sequence Entry Id
Blueprint display name: Get Current Sequence Entry Id
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Current
Exposure: BlueprintPure
What it does
Section titled “What it does”Stable entry GUID within the current Sequence. Invalid outside a Sequence entry. Not the per-presentation Line Request ID.
C++ declaration
Section titled “C++ declaration”FGuid GetCurrentSequenceEntryId() 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 - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueComponent.cpp