Blueprint Dialogue System

Hi AndrewLindsay,

I have two methods that I use to do this:

  1. Create a custom script function that searches for a camera by tag or name (eg. SetCamera(‘cameraTag’) - feel free to add optional parameters for camera transitions and blend options here too)
  2. Control the cameras by event in the level blueprints, execute level events from the dialogue with a custom function
  • I put a dispatcher in my GameState that the level blueprint registers to on BeginPlay - I then made an ExecLevelEvent(EventName) script custom function that triggers that dispatcher

I’ve found both to be useful in different scenarios, the level event especially for ‘special’ cases

Let me know if that all makes sense haha
Cheers :slight_smile: