Blueprint Dialogue System

I’m glad you managed on the first issue :slight_smile:

The gamepad controls are configured in the UI_Dialogue (on EventTick), by default, as FaceButton Bottom as “select highlighted option”, and FaceButton Top as “back” with the assumption that the last item is always back.

Just a note though, the gamepad controls were minimally implemented because of the limitations at the time when the system was written. If you need something more custom or more flexible, you can set the dialogue into “Input Mode Unmanaged” and handle the events through the player controller yourself (this is using the functions labeled “gamepad” in UI_Dialogue).