Blueprint Dialogue System

Hey,

I’m kinda stuck, so I’m hoping you can help me out :).

In our narrative you can have several starting lines depending on the mood the NPC is in. Now i’ve seen that you can do this with your condition tab. However, upon checking the Demo for some initial explanation to see how it would work I find the !BranchVisited() condition. Sadly, I’m unable to find this function whatsoever, so is this just a placeholder function, am I blind (could very well be the case), and what would be the best location to put these condition tags?

Secondly, one of my team members found a possible bug in the system, which I thought could come in handy for people to know, namely:
if you have a branching dialogue line and add something in the post action tab, it will NOT be triggered, since it will go to the new line beforehand.

Again thanks in advance!
Cheers