So I have to create two new collision presets in the project manager in order to get these new flags to show up in the blueprint under the collision presets flags ok.
These are my settings.
IN MY PLAYER Blueprint or third person, my Capsule Collision its set to use Pawn for the Collision Preset, and the Dialogbox trigger component is
set to use OverlapallDynamic collision preset.
Now in my NPC Blueprint. The capsule is using Pawn preset for the collision and the collision sphere component is set to use
the Overlapalldynamic preset.
That’s the set up that I have at the moment using the default presets in the engine.
Looking at your screenshot I do not know if BLOCK ALL is the new preset that I need to create since there’s already one in the list by
default under that name. or it BLOCK ALL just there as a default example??.
Umm without the blueprint type and actors components shown in the screenshot I can’t tell what blueprint or actor the screenshot is coming from !!
I also need to know what the collision flag settings are for these two new collision presets that i need to set up in the project manager because
I’ve never set up custom collision presets flags before, I’ve always used just the default ones in the list that came with the engine.
The other thing I do need to know if someone here does know, is do I need to put my Choices and Consequences text Options also along
with my dialog text in the data table or can the decisions Options text be put into a separate data table?. Because when I
look at the Dialog Struct Node, it appears to only allow ONE Datable to read everything from.
Or can I just simply shove all the choices options text all down at the bottom of the same data table after inputting in all the bulk text dialog?