Blueprint Dialogue System

auto_select will use the first valid dialogue entry, so that’s fine.
What you did should work, so far as I can think. You can try outputing the resolved string of execute script to see what it turns out (or use GetVariable and print out the value), to make sure it’s properly set before the dialogue comes in.
Something else to try, I usually have a blank ‘hub’ entry in my data tables that have the possible branches in the ‘Branches’ column and has the ‘silent’ trait. (eg. row 0 would have blank text, ‘KeyFound’ in the branches column, and 'silent trait) - I can’t test right now, but I’m wondering if there’s maybe an issue with conditions running on the initial dialogue.

PS: I don’t recommend changing the base files of the system, in case of updates (a new one is coming soon - waiting Epic’s approval).