Hey @itsgoshi !
How is going? I see you are only working with blueprints, I will answer to assume you use only that.
1 - Static Dialogue System
Walk near to a npc / cube interact and read something. I see you already resolved this.
2 - Dialogue choices : Extend the Dialogue System.
I see you already have a “Next Row” Colum.
There is a lot of way to do this. I will tell you maybe not the best way to do it but the easy way to implement it.
I am not sure how are you saving you flags for the dialogue system but I recommend to use a FName : Boolean and in you struct add two new variables. Two Arrays of FNames and another FName in case the check fails
Before enter in the Dialogue you can check if those flags are set on true or in false like you setup in you Data Table
If the check enters you show the dialogue if not you jump to the FailRow.
Other Approach possible is to use a Map with the value you want.
If you want something more powerful you can reference than support numbers flags. To check if greater or less. I would recommend this approach as well.
You can do it more modular, but will require to create a new struct or new object for each condition. (If you are only working on blueprints.)
So I will go with have four tmaps
Booleans Checks : name : booleans
Equal Numbers Checks : name : float
Greater Numbers Checks : name : float
Less Numbers Checks : name : float
3 - For the Quest System
I recommend this Plugin for Unreal for quest system.
It’s powerful. I am not sure it can be use with plugin only editor. But if you read the documentation you can find some cool ideas.
If you still need help, no doubt in write again.