Blueprint Dialogue System

Hi Charlie,

It certainly can be called from anywhere you’d like, by calling the SetState blueprint function on the dialogue component. I have some being called by trigger volumes, others by pressing ‘E’ on a character, and some others through matinee & sequencer.

Custom functions can be built in the dialogue actor component, implemented in the “HandleScriptFunction” blueprint function (there is a brief example in the documentation here)

Cheers!