Notify Line Voice Unavailable
Blueprint display name: Notify Line Voice Unavailable
Declaring type: UAdvancedDialogueComponent
Blueprint category: Dialogue|Voice|Game Managed
Exposure: BlueprintCallable
What it does
Section titled “What it does”Report failed external playback for its captured Line Request ID. A valid current request falls back to Manual. Stale, terminal and Built In notifications are ignored.
C++ declaration
Section titled “C++ declaration”void NotifyLineVoiceUnavailable(FGuid LineRequestId);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
LineRequestId |
FGuid |
Input | Captured ID of the specific line presentation, not a node ID. |
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”Respect Game Managed versus Built In playback ownership and capture the Line Request ID. 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/AdvancedDialogueComponentPlayback.cpp