Blueprint Dialogue System

For the sake of anybody else that might have the same confusion as I did when trying to achieve this, here’s what I did:

  • Instead of spawning the BP Script Interpreter Actor in the Game Mode’s BeginPlay event, I created a custom event on the FirstPersonCharacter BP (which is triggered by the submit button being clicked on the widget - see video below if you want to see what I mean), which sets the “PlayerName” variable, then spawns the BP Script Interpreter Actor, and creates a variable referencing it:
  • On the child of BPC Dialogue, override the GetScriptInterpreter function so it uses the new BP Script Interpreter reference variable
  • In BP_ScriptInterpreter, on the BeginPlay event (after it’s spawned by the FirstPersonCharacter BP), set the variable created on the Variables array to be the value of the PlayerName variable:

Here’s a very simple demonstration of what it looks like (not very pretty, but just testing features at the moment):
[video]https://youtu.be/H4Z2gbtcJxE[/video]

Hope this helps!

Cheers