I have a dialogue system that runs the function “close conversation“ through the main players blueprint when called. I have two dialogue scripts that are as far as i can tell IDENTICAL but one casts the “Conversation Closed“ event and the other doesnt. Any idea why?
Is AC_DialogueBase
added to the BP_Player
class? If not Get Owner will not return BP_Player
.
Close Conversation
From Get Owner
→ get display name
and print it.
FYI, UI (widgets etc) should be handled in the controller class.