Blueprint Dialogue System

If you go the route of using a built-in trigger box, you’ll need to use the Level Blueprint to call SetState on it (and you’ll need to use the Get components Function to find the BPC_Dialogue component you’ve placed on your trigger box, since the level blueprint doesn’t know that this specific trigger box has that component).

The other method would be a new Blueprint class with your BPC_Dialogue component and a collision volume with the overlap event triggering the SetState function.

The “Press E” message only shows up when the BPC_UseScanner detects an actor on the Visibility trace channel (assuming it’s been configured correctly), but trigger boxes are ignored on this trace channel, so it wouldn’t be detected.

Hopefully this helps :slight_smile: