On Dialogue Line Displayed
Blueprint display name: On Dialogue Line Displayed
Declaring type: UAdvancedDialogueWidgetBase
Blueprint category: Dialogue|UI
Exposure: BlueprintImplementableEvent
What it does
Section titled “What it does”Default named widgets have been updated for this line. Text may still be revealing. Do not start a second audio path when using Built In playback.
C++ declaration
Section titled “C++ declaration”void BP_OnDialogueLineDisplayed(UAdvancedDialogueSpeaker* SpeakerAsset, FGameplayTag SpeakerTag, AActor* SpeakerActor, const FText& SpeakerDisplayName, FLinearColor SpeakerNameColor, UTexture2D* SpeakerPortrait, FGameplayTag ExpressionTag, USoundBase* VoiceAudio, const FText& LineText);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
SpeakerAsset |
UAdvancedDialogueSpeaker* |
Input | Speaker Asset holding identity and presentation data. |
SpeakerTag |
FGameplayTag |
Input | Speaker Gameplay Tag supplied by the current line. |
SpeakerActor |
AActor* |
Input | Level Actor linked to the speaker identity. |
SpeakerDisplayName |
const FText& |
Input | Resolved display name supplied for presentation. |
SpeakerNameColor |
FLinearColor |
Input | Speaker name color for presentation. |
SpeakerPortrait |
UTexture2D* |
Input | Texture used for the speaker portrait. |
ExpressionTag |
FGameplayTag |
Input | Tag identifying the requested/resolved speaker expression. |
VoiceAudio |
USoundBase* |
Input | Audio asset associated with the line presentation. |
LineText |
const FText& |
Input | Dialogue text to present. |
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/AdvancedDialogueWidgetBase.h - No matching out-of-line implementation found by this source inventory; may be inline in the header or an interface/event declaration.