On Choice Initialized
Blueprint display name: On Choice Initialized
Declaring type: UAdvancedDialogueChoiceWidgetBase
Blueprint category: Dialogue|UI
Exposure: BlueprintImplementableEvent
What it does
Section titled “What it does”Default text and availability have been applied. Customize this widget; the index belongs to the current visible list.
C++ declaration
Section titled “C++ declaration”void BP_OnChoiceInitialized(int32 InChoiceIndex, const FText& InChoiceText, bool bInEnabled);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
InChoiceIndex |
int32 |
Input | Index within the current visible choice list. |
InChoiceText |
const FText& |
Input | Visible response text assigned to this choice widget. |
bInEnabled |
bool |
Input | Availability state supplied to this choice widget. |
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.