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Get Dialogue Text

Blueprint display name: Get Dialogue Text
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Variables|Read
Exposure: BlueprintCallable

True only when the variable exists with type Text. On false, Value is unchanged: branch on the return value before using it. No automatic conversion.

bool GetDialogueText(FGameplayTag Variable, FText& Value) const;
Parameter Declared type Direction / default Meaning
Variable FGameplayTag Input Exact Gameplay Tag identifying the component variable.
Value FText& 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.

Use the exact Gameplay Tag and declared value type; stored data is component-local. 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