I’ve been trying to integrate this with some custom events / conditions, and have hit some kind of restriction that I don’t understand.
I’m using the EasyMultiSave plugin which has a ‘PersistantSave’ actor that I’m using to store a map of booleans (a rudimentary game flag system). But whenever I try to cast to it within a ‘Dialogue Conditions’ blueprint function, the cast fails.
The same cast in a regular function works fine. Is there something about the function in the Dialogue Conditions class that I’m missing, that prevents normal casts working?