Resolve Dialogue Text
Blueprint display name: Resolve Dialogue Text
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Variables|Read
Exposure: BlueprintPure
What it does
Section titled “What it does”Format text using variable tags as named arguments, for example {Dialogue.Variable.Score}. Unchanged when empty or no variables are stored.
C++ declaration
Section titled “C++ declaration”FText ResolveDialogueText(const FText& SourceText) const;Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
SourceText |
const FText& |
Input | Original formatted text with variable placeholders. |
Return: FText. As a BlueprintPure function it is an expression node without execution pins.
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