Dialogue Nodes [Open Source, C++, 4.20-4.22]

@TBWright I know what you mean. At first I tried to make it work with a struct + metadata. By the way, metadata are still an important thing to me, as they allow you to pass information only for specific messages, without having to change the struct for all the nodes each time you want to add a new parameter.

But yes, passing a UStruct would be better. You could do it by modifying the code, but it’d be quite complicated as you would have to edit a lot of different things (nodes themselves, dialogue objects, dialogue execution node, etc.).

Just so you know, it is one of the next features I’m planning to implement (to let it be done even in blueprints), but I couldn’t find ways to do it before. Waiting for that, I guess I could make a little tuto that let’s you edit the source code in all the needed places to inject your own struct in it. Would it be okay for you?