Dialogue Plugin

Axes aren’t made to do that out of the box in UE5. Epic’s Enhanced Input plugin may have a threshold after which it sends the signal once, but it’s a medium-size maybe. If it doesn’t, you have to code it in yourself. E.g.: accumulate the axis input on tick, and once it’s past a threshold, you execute the code responsible for moving the selection up/down, and reset the accumulated value.

If you place NPC nodes without using player nodes, it already plays like that, except you’ll have a “Continue” button to press all the time. To do away with the continue button, find where it’s being made visible:


Don’t make it visible. But we still need to automatically execute the Continue button’s code, which is here:


When exactly do you move on to the next node? If your lines aren’t voiced, then you need to add a float parameter to nodes (procedure described in the documentation) and use the “delay” node before calling the Continue button’s code.
If they’re all voiced, then look at the code where the sound is played:


After playing the sound, do a “Delay” by the sound’s duration, and then call the Continue button’s code.