Not out of the box, but the documentation has a link to a video where I show how to implement this.
Yes, using dialogue conditions (second tutorial video).
Not out of the box, but the principle is very similar to your first question. Perhaps you’d be able to do it if you’ve got some unreal experience. A beginner might not be able to do that, though.
Not out of the box. Easy to implement on your own, though. I can show you the entry points for custom code. But if you’re not comfortable with blueprints, this is not doable.
You mean you want to link a node to a different conversation? A dialogue event can help you achieve that, but you’d have to write the logic of going into a different dialogue and then returning to this one. You’d also need to modify the widget’s “OnExit” behavior a little.
I’m not sure I understand the question. Please watch the second tutorial video on dialogue events to see if this is what you’re referring to.