Continue Dialogue
Blueprint display name: Continue Dialogue
Declaring type: UAdvancedDialogueWidgetBase
Blueprint category: Dialogue|UI|Advanced
Exposure: BlueprintCallable
What it does
Section titled “What it does”Advance runtime without revealing unfinished widget text. For player confirmation use Confirm Dialogue Input. No effect without a component.
C++ declaration
Section titled “C++ declaration”void ContinueDialogue();Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”No declared parameters beyond the implicit instance target (where applicable).
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”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 - Out-of-line implementation match:
Source/AdvancedDialogue/Private/AdvancedDialogueWidgetBase.cpp