On Choice Availability Changed
Blueprint display name: On Choice Availability Changed
Declaring type: UAdvancedDialogueChoiceWidgetBase
Blueprint category: Dialogue|UI
Exposure: BlueprintImplementableEvent
What it does
Section titled “What it does”Initialization supplied enabled state and disabled reason. This is not a continuous notification when gameplay variables change.
C++ declaration
Section titled “C++ declaration”void BP_OnChoiceAvailabilityChanged(bool bEnabled, const FText& InDisabledReason);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
bEnabled |
bool |
Input | Boolean enabled state. |
InDisabledReason |
const FText& |
Input | Explanation displayed when a response is unavailable. |
Return: No return value (void). This is an overridable Blueprint event/interface contract; the editor event/function representation depends on the containing interface or class.
Usage context
Section titled “Usage context”Use with a Widget Blueprint derived from the matching base and a bound dialogue component as applicable. 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/AdvancedDialogueChoiceWidgetBase.h - No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.