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Initialize Choice With Reason

Blueprint display name: Initialize Choice With Reason
Declaring type: UAdvancedDialogueChoiceWidgetBase
Blueprint category: Dialogue|UI
Exposure: BlueprintCallable

Initialize a custom entry and its disabled reason. Normally called automatically. The index belongs to the current visible list, not the asset array.

void InitializeChoiceWithReason(UAdvancedDialogueWidgetBase* InOwnerWidget, int32 InChoiceIndex, const FText& InChoiceText, bool bInEnabled, const FText& InDisabledReason);
Parameter Declared type Direction / default Meaning
InOwnerWidget UAdvancedDialogueWidgetBase* Input Owning main dialogue widget for this choice entry.
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.
InDisabledReason const FText& Input Explanation displayed when a response is unavailable.

Return: No return value (void). As a callable function it can be invoked from an appropriate Blueprint instance, using standard execution flow.

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.

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.

  • Declaration: Source/AdvancedDialogue/Public/AdvancedDialogueChoiceWidgetBase.h
  • Out-of-line implementation match: Source/AdvancedDialogue/Private/AdvancedDialogueChoiceWidgetBase.cpp