Set Dialogue Component
Blueprint display name: Set Dialogue Component
Declaring type: UAdvancedDialogueWidgetBase
Blueprint category: Dialogue|UI
Exposure: BlueprintCallable
What it does
Section titled “What it does”Bind the component and refresh current presentation. Null detaches and clears presentation. Does not start or stop the component.
C++ declaration
Section titled “C++ declaration”void SetDialogueComponent(UAdvancedDialogueComponent* InDialogueComponent);Inputs, outputs and Blueprint pins
Section titled “Inputs, outputs and Blueprint pins”| Parameter | Declared type | Direction / default | Meaning |
|---|---|---|---|
InDialogueComponent |
UAdvancedDialogueComponent* |
Input | Dialogue Component instance to bind to the main widget. |
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