Right, I see. I can see what you mean. I’ll have to do some tweaking, then, see what I can come up with.
Actually, now that I think about it, what I really want with the text is a text box that can simply ‘add’ new lines of dialogue to the box (which would be in a scroll bar frame), either via the typewriter style or not, as opposed to each new line of dialogue overwriting the previous one. If that’s doable, that’d be terrific.
To reiterate what I want to do, I’d like a system where the player can use the dialogue choice menu to select a choice of nearby valid conversation partners, and then be able to call up the dialogue choice menu at any time without limiting the player’s character inputs, and when making a choice, that choice is recorded immediately (non-typewriter style) into the ‘chat box’, before a new line from the conversant is recorded into the ‘chat box’ as well, providing the player a constant record of their dialogue choices and the responses, as well as being able to keep up with more dynamic scenes with multiple characters talking.
But it sounds like it is possible, it’s just that I’d need to modify the system a bit to handle that functionality. That being said, the actual BPs involved look awfully daunting, though, I’m still not quite sure what I should be looking into to get the functionality I need xD
Edit: Okay, so I think the real meat of what I want to change is in the UI widget blueprint. Preventing a clear line should be simple enough, I guess, but should I just put the [br] tag at the beginning/end of each dialogue line or is there any way I could tell the dialogue UI that it should be doing that automatically? Also, would be nice to be able to insert the speaker name and portrait into the text itself, but that’s something that I can do in the text itself, I guess rather than trying to program it in.