Ah yes, BeginPlay. That does indeed work. Thank god. Only now when the dialogue ends and the box closes, the indicator does not reappear above the NPC’s head. (Not until he reenters the UseScanner range.) There doesn’t seem to be a dispatcher for that, so is there any other way I can tell the arrow to reappear once the dialogue window has closed? Preferably from inside the NPC’s blueprint so it’s all in one place.
I was happy to see how just clicking the plus button next to the dropdown menu (as seen on your screen shot) creates a child of the original UI_TextItem. That was easy enough. However, from that point on, I was completely lost once again. I tried talking to my NPC and received this error message:
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetTextControl_Control from function: ‘ExecuteUbergraph_UI_Dialogue_TextItem’ from node: SetText (Text) in graph: EventGraph in object: UI_Dialogue_TextItem
Then I realized the UI_TextItem child didn’t even have a text widget, but only an empty canvas. So I added one, but it did nothing for me. I tried a couple more things today, but no, nothing worked. This isn’t as easy as I thought it would be. I hoped that creating a child of UI_TextItem, and throwing its text widget into a SizeBox, and assigning a width to that would do the trick, but there seems to be a lot more to it.
That almost sounds like I also have to change some things in the graph tab…