Update
Solved myself, didn’t realize you had to compare the variable you created in the blueprint to a variable from somewhere else. So create the variable you want, such as ‘HasEnoughGold’ bool and then compare it to the player characters gold and send that to the return node.
Great plugin, just a question about conditions not working.
I’ve created the condition blueprint (using the video tutorial), which returns a bool. Regardless of what it’s set to on the return node, the result is always is false.
If you delete the ‘Parent: Condition Met’ node like in the tutorial, it doesn’t work at all and won’t display anything in the dialogue node tree from that point on. If you have the ‘Parent: Condition Met’ node, it works and displays any dialogue that would show with a condition of false. If I disconnect the connection from the result bool of the ‘Parent: Condition Met Node’ and set the return value from the overridden function to true, it still results as a false condition in the dialogue tree.
Both of these return false to the dialogue tree condition:
Just hoping to get some help or insight into what might be happening?
