Get Dialogue Name
Blueprint display name: Get Dialogue Name
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Variables|Read
Exposure: BlueprintCallable
What it does
Section titled “What it does”True only when the variable exists with type Name. On false, Value is unchanged: branch on the return value before using it. No automatic conversion.
C++ declaration
Section titled “C++ declaration”bool GetDialogueName(FGameplayTag Variable, FName& Value) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
Variable |
FGameplayTag |
Input | Exact Gameplay Tag identifying the component variable. |
Value |
FName& |
Output (non-const reference) | Read value populated by the function when its success result permits. |
Return: bool. As a callable function it can be invoked from an appropriate Blueprint instance, using standard execution flow.
Usage context
Section titled “Usage context”Use the exact Gameplay Tag and declared value type; stored data is component-local. 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