Set Dialogue Float
Blueprint display name: Set Dialogue Float
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Variables|Write
Exposure: BlueprintCallable
What it does
Section titled “What it does”Store a Float. Invalid tags or types rejected by the active schema are ignored. Stored on this component, not saved to disk.
C++ declaration
Section titled “C++ declaration”void SetDialogueFloat(FGameplayTag Variable, float Value);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 |
float |
Input | Typed value supplied to the variable operation. |
Return: No return value (void). 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