Just guessing here but the Gamepad controls are handled in the tick event of the UI_Dialogue base class, so if you inherited from it, you might need to either copy that functionality or add a call to the parent tick function? Otherwise, the only setup needed is to set the input mode to gamepad, which you’ve done. The gamepad implementation is really basic though, there wasn’t much I could do from UMG to deal with action and axis mapping so it’s all hardcoded. In my own project, I place the input handling of my dialogues in ‘unmanaged’ and control it from the player controller instead for that reason.
No, the only getter that needs to be dealt with in UI_Dialogue_TextItem is GetTextControl. The text is displayed through EventTick of that class, and the rest is fed in from UI_Dialogue. Try setting some breakpoints on the base text item class’ tick and initialize event/functions to see if those are ever hit and what they’re populated with. If you’ve overridden UI_Dialogue, make sure the tick is happening on the base class again and that all the proper getters are handled (like in the demo).
Oh the substance plugin message is nonsense, I created the project with a version that had the plugin installed but I never used it, and now I can’t get rid of the message.