Blueprint Dialogue System

I’ve been meaning to get around to doing this. I’m not actually sure how to go about it, though? I’ve created a new UI for the text item like you said, and I went ahead and made a whole new UI_Dialogue that uses said text item too, just in case. I don’t know how to call upon these, however.

Looking at BPC_Dialogue (and the children I’ve made), it looks like I just need to swap out the UI there through a Cast To node or a Blueprint Interface, but the option isn’t available to me.

ue4_dio_ui_wontaccept.png

(That one.)

The variable will only accept the UI_Dialogue class, but I’d like to broaden its horizons, so to speak, so it can also accept the custom UI I made. I could be going about this rather poorly. What do you suggest?

Thanks for your time.