Hey !
I’m trying to make some kind of dialog system directly using blueprint. The way this would work would be that I have a parent “Dialog” blueprint and a lot of child blueprint, each of them representing a different dialog. Each character would have a specific blueprint linked to them to represent their dialog and the logic of the dialog (you already met the character,you make this choice etc).
So, on one hand I would have the blueprint that represent my data, and on the other I would have a Dialog controller (probably my Gamemode) that would give us the player input (for example when the player ask for the next line of dialog, or make a choice).
And we could end up with a dialog looking grossly like this:
And now come my issue, which i guess is kind of obvious for the more UE-savvy around here : there is no real way to make a blueprint graph “wait” for something else. I was hoping that inside my WriteLine or WriteChoice function I could “wait” for the dialog controller to “awake” my blueprint with some input, a bit like corountine in Unity but it seem like this is not exactly possible.
I found some people making something that look like a corountine with some weird while loop and a delay but it really look wrong.
So, is there a way to do what I want (having an execution path in a blueprint that “wait” for other blueprint) ?
And also: Is trying to make some sort of data inside a blueprint the right way ? I would like to make something that can handle some logic and blueprint seem perfect for this but making one child blueprint for each data element might be the wrong way ?

