Blueprint Dialogue System

I can see this maybe working, but I can imagine problems when a conversation works its way through several ui’s or Dialogue components, or if the event interaction calls someone else.

Have you put some breakpoints down to see how far it gets in the blueprint code? The events might not be triggered at all: By default in Keyboard & Mouse mode, the dialogue component puts the game in UI Only input mode. You’d need to place it in Input mode ‘Unmanaged’, but then you’ll need handle managing the mouse and keyboard events yourself.